The game won’t compile again: Here’s another code check:
DRAW EVENT OF HUD
/////MAP CODE/////
SamusMapx = floor(Samus.x/320)+global.room_x;
SamusMapy = floor(Samus.y/240)+global.room_y;
//Draw Black Box Code :O
//draw_set_color(c_black);
//draw_rectangle(view_xview[view_current]+275,view_yview[view_current]+2,view_xview[view_current]+299,view_yview[view_current]+26,false);
//draw_set_color(c_white);
//End of Draw Black Box Code
draw_sprite(spr_mapdata,0,view_xview[view_current]+275,view_yview[view_current]+2);
for (i = samusMapx-1; i <= samusMapx+1; i += 1)
{
for (j = samusMapy-1; j <= samusMapy+1; j += 1)
{
if (i > 0 && j > 0 && i < global.area_width && j < global.area_height)
{
if (global.area1_explored[i,j] == true)
{
draw_sprite_part(global.mapimage,0,1+i*8,1+j*8,8,8,view_xview[view_current]+276+(i+1-SamusMapx)*8,view_yview[view_current]+3+(j+1-SamusMapx)*8);
if (global.area_symbol[i,j] == 1) draw_sprite(spr_itemdot,0,view_xview[view_current]+276+(i+1-SamusMapx)*8, view_yview[view_current]+3+(j+1-SamusMapx)*8);
else if (global.area_symbol[i,j] == 2) draw_sprite(spr_itemcir,0,view_xview[view_current]+276+(i+1-SamusMapx)*8, view_yview[view_current]+3+(j+1-SamusMapx)*8);
}
}
}
}[/code]
[code]ROOM CODE
global.room_x = 0;
global.room_y = 0;
global.area1_explored[i,j] = true
init_area_1();
//Item Collection Code
m_e.collection = "global.area1_missile1 = true";
[code]SCRIPT init_area_1
if (global.area != 1) // * = area #
{
global.mapimage = Map1; // * = map sprite
global.area_width = 6;
global.area_height = 6;
/*
You do have global variables for the items, right?
So that if you collect an item, leave the room, and come back…
…It’s not there? If so, here’s where you look at all those
to see if they’re collected or not, and set the correct symbol
on the map
*/
// So you’d clear out all junk from previous areas on the map
for (i = 0; i < 6; i += 1)
{
for (j = 0; j < 6; j += 1)
{
global.area_symbol[i,j] = 0;
global.area_symbol[5,5] = 2;
global.area_symbol[0,0] = 2; //temporary, for testing
}
}
// Then here’s where you’d fill in the symbols over the default set above
if (global.mcollected[0] == true) global.area_symbol[5,5] = 1;
else global.area_symbol[5,5] = 2;
if (global.mcollected[1] == true) global.area_symbol[0,0] = 1;
else global.area_symbol[5,5] = 2;
}
[/code]
GM detects no syntax errors, but I’m very sure it’s the script that I need to fix. I’ll update it now.
EDIT: Added this:
[code]
global.area_symbol[5,5] = 2;
global.area_symbol[0,0] = 2; //temporary, for testing[/code]