If sword value = 1(is in inventory) and the "weaponsicon" instance of that objects "weaponanimationnumber" =0 (which is the sword) then set the "animationframenumber" of that object to the same value. Now we want the weapons to be hidden if they are not acquired or have been used up (such as arrows), the logic for this is as follows: The value will change depending on the weapon selected.ġ0. Set up a global variable (text type) called "equiptweapon" and set default value as "none". MORE: The Best Things About The Legend of Zelda: Skyward Sword HD (& The Worst) Subscribe. If cursor x position <272 then set cursor x position at 400( last weapon location).ĩ. The Legend of Zelda: Skyward Sword is available on Wii, Wii U, and in the HD version for Nintendo Switch. If cursor x position > 432 then set cursor x position at 272( first weapon location). The following code is used to move the cursor back to the 1st column and vice-versa. You then need to add extra code to "wrap" the cursor if when needed, as if your last weapon is at position x 400 and you press right it will move to 432, were theres no weapon. If down arrow key pressed then set cursor y postion to cursor y postion + 32Ĩ. If up arrow key pressed then set cursor y postion to cursor y postion - 32 If right arrow key pressed then set cursor x postion to cursor x postion + 32 If left arrow key pressed then set cursor x postion to cursor x postion - 32 Have the cursor move left,right,up and down to the same value the weapons are distanced (in this case 32 pixels), this way the cursor will perfectly overlap the weapons.
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