Endif Expected ?

Blitz3D Forums/Blitz3D Beginners Area/Endif Expected ?

yes the end function is there, and I have declared hold array in the main program.. here is the Main Program code which calls this function.

Graphics3D 1024,768,16,2

Include "load.bb"

Type gameitems
  Field item
  Field anim1
  Field anim2
  Field gridx%
  Field gridy%
  Field points%
  Field time%
  Field lives%
  Field ID%
  Field status%
  Field puzzle%
  Field nextitem%
End Type

Global GX#
Global GY#
Global Current_Piece%  ;use this to track what piece player should hit.
Global currlevel% ;use this to track the current level we are on.
Global countx%

Dim hold.gameitems(18)

For countx% = 0 To 18
  hold.gameitems(countx%) = New gameitems
Next

GX# = 64
GY# = 64

LoadMyStuff()

Repeat
RenderWorld



Flip
Until KeyHit(1)


Then the load.bb file code is:
Function LoadMyStuff()

count% = 0



If count% = 0
  hold(count%)\item = nS_LoadImage("../media/image0.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 1 Then
  hold(count%)\item = nS_LoadImage("../media/image1.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 2 Then
  hold(count%)\item = nS_LoadImage("../media/image2.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 3 Then
  hold(count%)\item = nS_LoadImage("../media/image3.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 4 Then
  hold(count%)\item = nS_LoadImage("../media/image4.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 5 Then
  hold(count%)\item = nS_LoadImage("../media/image5.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 6 Then
  hold(count%)\item = nS_LoadImage("../media/image6.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 7 Then
  hold(count%)\item = nS_LoadImage("../media/image7.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 8 Then
  hold(count%)\item = nS_LoadImage("../media/image8.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 9 Then
  hold(count%)\item = nS_LoadImage("../media/image9.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 10 Then
  hold(count%)\item = nS_LoadImage("../media/image10.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 11 Then
  hold(count%)\item = nS_LoadImage("../media/image11.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 12 Then
  hold(count%)\item = nS_LoadImage("../media/image12.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 13 Then
  hold(count%)\item = nS_LoadImage("../media/image13.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 14 Then
  hold(count%)\item = nS_LoadImage("../media/image14.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 15 Then
  hold(count%)\item = nS_LoadImage("../media/image15.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 16 Then
  hold(count%)\item = nS_LoadImage("../media/image16.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 17 Then
  hold(count%)\item = nS_LoadImage("../media/image17.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

If count% = 18 Then
  hold(count%)\item = nS_LoadImage("../media/image18.jpg",4,True)
  hold(count%)\anim1 = nS_LoadAnimImage("../media/particle1.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\anim2 = nS_LoadAnimImage("../media/particle2.jpg",GX#,GY#,0,10,4,True)
  hold(count%)\gridx% = -1
  hold(count%)\gridy% = -1
  hold(count%)\points% = 0 ;0=stopped
  hold(count%)\time% = 0
  hold(count%)\lives% = 0
  hold(count%)\ID% = count%
  hold(count%)\status% = 0 ;0=stopped
  hold(count%)\puzzle% = 0 ;not a puzzle piece
  hold(count%)\nextitem% = ID_free
  count% = count% + 1
EndIf

End Function


Hope this helps, as I think I either have a logic error, or my blitz3d installation is messed up.