Gorilla Game

Miscellaneous Forums/Blitz Showcase/Gorilla Game

The thing is, all went well until I introduced the Player type. The Enemy type was dependent on just the "anim = LoadAnimMesh("myanimmesh")" and now that there's more then one player, it's not sure what to do.

For example, I had it

cam = CreateCamera()
anim = LoadAnimMesh

Function Enemy_controls(All.Enemy)
		If EntityInView(All\mdl,cam) = 1 Then
			If EntityInView(All\mdl,cam) = 1
		If EntityX(anim,True) < EntityX(All\mdl,True)...
...


That was all I needed to put into the enemy functions

And since I changed the player to Types i've used this

p\cam = CreateCamera()
p\mdl = LoadAnimMesh

Function Enemy_controls(All.Enemy,p.Player)
	;For All.Enemy = Each Enemy
	;For p.Player = Each Player
		If EntityInView(All\mdl,p\cam) = 1 Then
			If EntityInView(All\mdl,p\cam) = 1
		If EntityX(p\mdl,True) < EntityX(All\mdl,True)...
...


I do want a camera per player so if I ever add multiplayer it will be there.




Anyways, here is where it gives me the "Object does not exist" error after the entity is freed and deleted

Function Enemy_check_status(All.Enemy,p.Player)
		If All\status = 0 Then
			
			Enemy_check_below(All)
			Enemy_controls(All,p)
			Enemy_player_inertia(All)
	
		ElseIf All\status = 1 Then
			
			Enemy_controls(All,p)
			Enemy_player_inertia(All)
			Enemy_jump_up(All)
			Enemy_check_above(All)
			
		ElseIf All\status = 2 Then
			
			Enemy_controls(All,p)
			Enemy_player_inertia(All)
			Enemy_fall(All)
			Enemy_check_below(All)
			
		End If
End Function


It highlights the "If All\status = 0 Then" part and shows me the error. Which doesn't explain too much to me.

My conclusion is, they die just fine when they're hit by the newest type created. But if there's two player types spawned, the old/first one will give you an error if it touches it.