ActionScript 3.0 :: Tower Defense Type Game - Object Access?
Feb 14, 2012
I am hammering out a Tower Defense type game. I'm starting to design my custom unit mechanics. I've used numerous other tutorials for the framework here (largely one mans blog - credited in my AS3 file..) I want when a unit dies, that it runs a function - checks a field I've created within the unit called a 'tag' - and depending on that do other things. From within the kill() function I successfully call my infantryDeath() function, and I've verified within kill() it's recognizing the dead objects tag. I've verified the entry into infantryDeath() and that the tag is still the same.
Here's the problem:
function infantryDeath(creep){
//inGameMessage("infantryDeath() successfully called"); <-- works
//inGameMessage("Unit died with ID: " + creep.tag); <-- properly shows the ID of the "creep" it received
inGameMessage(this); <-- prints out _level0 (the id for the level itself)
if (creep.tag = c1) <-- the unit with this tag dies, and triggers this block successfully{
[Code] .....
I have no clue why the object I'm supposedly working with changes just by virtue of being within the "if" block. If I pass an object into a function shouldn't manipulating that object remain constant within that function?
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