It will upgrade.
Don't split up the events. Chances are you are spawning and deleting immediately. Make a sub-event for the count check.
On click
-> Monster.Count =0 -> spawn
-> Else
-> destroy
I don't understand the question.
"Compare two values"
Those are instance variables. Since there are no monsters, they can't be checked. You can use Monsters.Count to see how many exist. So, in event one, check Monsters.Count=0.
Sounds like a video driver issue.
Update available: https://software.intel.com/en-us/xdk/do ... -intel-xdk
Just go to the bottom of this page, download the latest stable release (safest), and run the installer. It's pretty straight forward.
You are off-by-one. Your grid is 20x15, which would be 0 to 19, 0 to 14. You have to include zero in your count.
What you have works. I've added event 20 that looks for every rock and checks the index above it for air, and turns the rock to grass (this is easier than converting the air above it to grass, as then you need to check for two air blocks).
http://www.blackhornettechnologies.com/ ... s_BHT.capx
I added the missing blocks, since you were still generating other types.
http://www.blackhornettechnologies.com/ ... rouch.capx
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You just need to keep track of what state you are in. If on the ground, set a variable to 1, else set it to 0. Then use that to see which action state you are in when pressing the button/key, do the correct action, and update the state.
Member since 28 May, 2012