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Author Topic: Inheritance Fixes  (Read 2733 times)
Offline (Male) Goombert
Reply #15 Posted on: May 05, 2014, 07:59:06 AM

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Oh ok, cool beans, yes it should work 100% flawlessly now, I got like every aspect of it working.  (Y)
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) egofree
Reply #16 Posted on: May 19, 2014, 11:57:25 AM
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In my game, i've keys objects which inherit from a parent object : obj_key. In obj_key, i've a collision event with the player, where i use the following method to deactivate the current key:

Code: [Select]
instance_deactivate_object(self);
In GM, it deactivates the current key, but in ENIGMA, it deactivate all keys ! Is this normal ?
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Offline (Male) Goombert
Reply #17 Posted on: May 19, 2014, 11:59:03 AM

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No, that's not normal, and I know exactly what is causing it, I'll have to inform Josh.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.

Offline (Unknown gender) egofree
Reply #18 Posted on: May 20, 2014, 05:22:20 AM
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I've found another problem. I've two objects : obj_0, obj_1 which inherit from object obj_parent. If i deactivate the parent :

Code: [Select]
instance_deactivate_object(obj_parent);
All objects are correctly deactivated. But then if i want to activate again objects :

Code: [Select]
instance_activate_object(obj_parent);
nothing happens. If i activate a child  directly, it's ok.

Here is a test project:
https://dl.dropboxusercontent.com/u/29802501/test_inheritance.egm

I've put the following code in the 'creation code' event of the room:

Code: [Select]
instance_deactivate_object(obj_parent);


instance_activate_object(obj_parent);
« Last Edit: June 14, 2014, 08:06:04 AM by egofree » Logged
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