Oh! I see... so Image Enemies is an array.
When did the array get declared? Global imageEnemies:TImage[2]? I didn't know you could declare an array without using the array keyword when strict typing is on... gah. Paradigm shift. Now my brain needs to grow new fissures. Guess my dreams will be pretty weird for a while...
Don't get me wrong, the BlitzMax help is fairly helpful, I just can't seem to digest it very easily. There is a gap between abstract programming concepts and direct, off-the-cuff implementation of ideas that, for me, can only be bridged with specific, real-world examples written in the correct syntax.
That was one thing I loved about Blitz3D... every keyword had a code example. (I know they still exist in BlitzMax, but they seem more sparse than before.)
Also some of the examples I see, both in Blitz Help and online, can seem unweildy and confusing at times. I quite like QuietBloke's variables. They are very well named! :)
When did the array get declared? Global imageEnemies:TImage[2]? I didn't know you could declare an array without using the array keyword when strict typing is on... gah. Paradigm shift. Now my brain needs to grow new fissures. Guess my dreams will be pretty weird for a while...
Don't get me wrong, the BlitzMax help is fairly helpful, I just can't seem to digest it very easily. There is a gap between abstract programming concepts and direct, off-the-cuff implementation of ideas that, for me, can only be bridged with specific, real-world examples written in the correct syntax.
That was one thing I loved about Blitz3D... every keyword had a code example. (I know they still exist in BlitzMax, but they seem more sparse than before.)
Also some of the examples I see, both in Blitz Help and online, can seem unweildy and confusing at times. I quite like QuietBloke's variables. They are very well named! :)