We only want our players to have 100 bullets before they reload. In order to accomplish this, we will need to add another condition to our If statement that controls the firing of the bullets. We’ll then use the R key (19) to reload the bullets. We created code similar to this in Chapter 13 so if any of the following code doesn’t make sense, then go back and review that chapter.
;Firing bullets If KeyHit (SPACE_BAR) And reload = 0 PositionEntity bullet(t) ,EntityX(gun,1),EntityY(gun,1),EntityZ(gun,1) RotateEntity bullet(t),EntityPitch#(gun,1)- 35,EntityYaw#(gun,1),EntityRoll#(gun,1) EntityColor bullet(t),0,0,255 t=t+1 EndIf For q = 0 To maxbull MoveEntity bullet(q), 0,0.8,3 If CountCollisions (bullet(q)) crash=CollisionEntity (bullet(q),1) HideEntity crash EndIf Next bulletcount=100-t If t=100 Then reload=1 EndIf If KeyDown (R_KEY) = True Then t=0 reload=0 EndIf ;Firing bullets If KeyHit (SPACE_BAR) And reload = 0 PositionEntity bullet(t) ,EntityX(gun,1),EntityY(gun,1),EntityZ(gun,1) RotateEntity bullet(t),EntityPitch#(gun,1)- 35,EntityYaw#(gun,1),EntityRoll#(gun,1) EntityColor bullet(t),0,0,255 t=t+1 EndIf For q = 0 To maxbull MoveEntity bullet(q), 0,0.8,3 If CountCollisions (bullet(q)) crash=CollisionEntity (bullet(q),1) HideEntity crash EndIf Next bulletcount=100-t If t=100 Then reload=1 EndIf If KeyDown (R_KEY) = True Then t=0 reload=0 EndIf
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