The game wonât compile again: Hereâs 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 backâŚ
âŚItâs not there? If so, hereâs where you look at all those
to see if theyâre collected or not, and set the correct symbol
on the map
*/
// So youâd 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 hereâs where youâd 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 Iâm very sure itâs the script that I need to fix. Iâll update it now.
EDIT: Added this:
[code]
global.area_symbol[5,5] = 2;
global.area_symbol[0,0] = 2; //temporary, for testing[/code]