1

Hello,
The topic says it all.
Yesterday, I've managed to figure it out how to assign the three skills to each character. The problem is that I did it using some alerts when I pressed the keys, but now I want some sounds to be plaied.
It is possible to make a bidimensional sound array and play it? I'll put the code below to have a more detailed view on what I'm talking about.
So, the below code, when you press A or S, it will show an alert with the specific weapons of each character.
So, in stead of alerts, I want to do exactly the same things, but this time using sounds instead of alerts.
Should I create a bidimensional sound array? And how to make it working properly?

string[] character_skills_initialisation(int x)
{
string[][] character_skills;
character_skills.resize(3);
for(int s=0; s<2; s++)
character_skills[s].resize(3);

character_skills[0][0]="topor";
character_skills[0][1]= "sabie";
character_skills[0][2]= "cutit";
character_skills[1][0]= "catana";
character_skills[1][1]= "sabie";
character_skills[1][2]= "sapa";
return character_skills[x];
}

void fight(int character_name)
{
string[] a={" "," "," "};
a=character_skills_initialisation(character_name);
while(true)
{
if(key_pressed(KEY_Q)) exit();
if(key_pressed(KEY_A))
{
alert("hello", a[0]);
}
if(key_pressed(KEY_S))
{
alert("hello", a[1]);
}
if(key_pressed(KEY_ESCAPE))
{
personaj_menu();
}
wait(5);
}
}

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2

Do you mean to have a sound array that matches the skills array? Yeah, you can do that. Or to be more accurate, you'd have an array of handles, which means you'd initialize it like this:
[email protected][][] skillsounds;
And when you set the value of a particular index, it'd be like this:
@(skillsounds[0][1]) = mysound;
I don't know that the parentheses () are strictly necessary, but after a certain point I lose track of order of operations, so I include them here just to be safe.
If you'd rather work with the sound_pool, you could use a string array of filenames, but if all you want is to say skillsounds[0][0].play_wait(); the sound array would be simpler.

Some of my games
Keep up to date by following @Jeqofire on twitter!
Ear Ninja?

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3

The @ at symbol should be used in the code as well, or did you just put it here on the forum?
I never seen this symbol used in BGT, that's why I am asking.

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4

You need @ in BGT when working with object handles. It's a strange querk of the language.
The forum sometimes changes the @ sign to something different, like [a-t], so remember that's meant to be the @ symbol.

Some of my games
Keep up to date by following @Jeqofire on twitter!
Ear Ninja?

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