As the tittle said
I load in sprites like this
for m =0 to 70
rem load in backgrounds
background_1=CreateSprite(BackGround)
SetSpritePosition(background_1,x,0)
SetSpriteSize(background_1,100,100)
SetSpriteUVBorder(background_1,2)
SetSpriteDepth(background_1,100)
SetSpriteColor(background_1,200,200,200,255)
inc x,100
next m
I then am making arrows in game after everything is loaded like this
function FireArrow ( s as integer ,X,Y)
local i as integer
for i=800000 to s
Arrow.length = Arrow.length + 1
Arrow[Arrow.length].x = 50
Arrow[Arrow.length].y = 50
Arrow[Arrow.length].ID = CreateSprite ( ArrowImage )
SetSpriteAnimation(Arrow[Arrow.length].ID,475,77,16)
SetSpriteFrame(Arrow[Arrow.length].ID,1 )
Arrow[Arrow.length].angle = random ( 0, 359 )
Arrow[Arrow.length].speed = random ( 1, 9 ) / 10.0
//Arrow[Arrow.length].Delete=1
SetSpriteSize ( Arrow[Arrow.length].ID, 20,5 )
SetSpriteGroup( Arrow[Arrow.length].ID, -10 )
SetSpritePositionByOffset ( Arrow[Arrow.length].ID, X,Y )
setspritephysicson(Arrow[Arrow.length].ID,2)
SetSpritePhysicsMass(Arrow[Arrow.length].ID,0.0001)
next i
endfunction
When a Arrow is created the arrow numbers are the same already generated numbers for my level. crazy
When I delete them my level also deletes lol. I thought the app does not make the same numbers as already generated numbers?
I'm checking the numbers and it is true, there the same.