Have to create an app using codea for my CS class, so I’m doing a bubble wrap one!
I’m telling codea using if statements that if a tap is within a certain area, the bubble picture, to display a popped bubble picture and make a popping sound. The popping sound works, but it refuses to display another sprite. Any suggestions or do you have a better idea on how to accomplish this, as mine is very wasteful?
For example:
function draw()
sprite("Dropbox:bubble",WIDTH/11.3,HEIGHT/1.16,150)
end
function touched(touch)
if touch.state == BEGAN then
if touch.x > WIDTH/65 and touch.x < WIDTH/6.2
and touch.y > HEIGHT/1.31 and touch.y < HEIGHT/1.04 then
sprite("Dropbox:bubble popped",WIDTH/11.3,HEIGHT/1.16,150)
sound(SOUND_EXPLODE, 6551)
end
...
end
end
@Charliefaber Set a flag in touched. Move the sprite in touched up in draw. If the flag is set, draw the popped sprite else draw the original sprite.
I’m sorry, can you give me an example? I’ve never used a flag before.
function setup()
t=false
end
function draw()
if t then
sprite("Dropbox:bubble popped",WIDTH/11.3,HEIGHT/1.16,150)
else
sprite("Dropbox:bubble",WIDTH/11.3,HEIGHT/1.16,150)
end
end
function touched(touch)
if touch.state == BEGAN then
if touch.x > WIDTH/65 and touch.x < WIDTH/6.2 and
touch.y > HEIGHT/1.31 and touch.y < HEIGHT/1.04 then
t=true
sound(SOUND_EXPLODE, 6551)
end
end
end
Fantastic way to do it! Thank you so much sir for the quick and helpful reply!
@Charliefaber If you never used a flag, then a flag can be anything you want it to be. In this case, I’m using “true” and “false”. In the “if” statement, “if t” looks for true. If you want “false”, then it would be “if not t”.