@XXD3G Did you get it figured out?
You can definitely try doing that, if you do it right I could see it working. If you don’t get it, I can help you more in-depth later today.
I think I would try using a save behavior called something like “item1”.
This would be the player’s item box, and you can only save 1 item to it.
For example, it “item1” saves the number:
0 = nothing
1 = coin
2 = banana
3 = shell
etc…
And like “item2” would be CPU, etc., etc.
A logic gate just checks if the 2 inputs match a set combination. So for example, an AND gate only turns on if input 1 and input two are active. An OR gate turns on if input 1 or input 2 is active. There are other ones as well, they are listed in the flowlab documentation.
thanks for explaining it but, i dont rly know what exactly i need to put in the logic gate. @johnpost
I take back what I said, you probably won’t need a logic gate, but you can use one if you think you need it. Here is a screenshot of what I would do. The input that goes into the switch is which powerup you get when you hit a box. The the input gets sent to the global variable called Powerup_Player1. It is always sending its value to the filters. If the variable equals 0, that means you have no powerups and the switch turns ON so you are able to collect a new powerup. If the variable equals a number other than 0 (which would each correspond to a different powerup), then the switch turns OFF so you can’t pick up a new powerup. The outputs from the filters with numbers above 0 would go to the code for each powerup. When you use a powerup, you should turn the variable back to 0 so you can get a new one.
Wherever your code to select powerups currently is
You would hook it up to the code that currently selects powerups
I think this would come after the random. Once the random picks a number, put the number into the “IN” of the switch on my new code
You will have to set the global variable back to 0 once each powerup is done being used.
It’s not a problem. Let me look a sec