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Use a property to store if clicking it is valid:
> property pSelect, pCorrect, pWrong, pKill
> on mouseUp me
if pEnabled then
> if pSelect then
> end if
You don't need to check "if something=true then..." because that's the same
as "if something then...". But sometimes it does make it more obvious what
Also, you didn't need the second "if pSelect=False then..." because if
pSelect is not true then it /must/ be false.
Oh, and you'll need to disable the other sprite:
>> on mouseUp me
> if pEnabled then
>> if pSelect then
Thanks for the fix. I think I understand the logic of the true / false now. Although I had to read it about 10 times to get the logic into my head!