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Variables showing zero values randomly in game

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CB

CodeBuilder92

Posted on July 28, 2025 • Intermediate

🐛 Variables randomly showing zero in game results

Hey everyone! I’m working on a game that tracks player statistics during gameplay. When the game ends, it should display:

  • Number of enemies defeated
  • Powerups collected
  • Overall score

The problem is that about 50% of the time, all these variables just show 0 instead of the actual values! The game is working fine during play, but the end screen results are unreliable. Has anyone encountered this before? 🤔

DM

DebugMaster_Alex

Replied 45 minutes later • ⭐ Best Answer

This is a classic variable timing and scope issue! I’ve seen this many times. Here’s what’s likely happening and how to fix it:

🔍 Common Causes of Variable Reset Issues

flowchart TD A[🎮 Game Running] --> B[Variables Update Correctly] B --> C{Game Over Event} C --> D[Multiple Scripts Triggered] D --> E[Script 1: Show Results] D --> F[Script 2: Reset Variables] F --> G{Timing Issue?} G -->|Reset runs first| H[❌ Variables = 0] G -->|Show runs first| I[✅ Variables Display Correctly] H --> J[Player sees zeros] I --> K[Player sees correct values] style A fill:#e1f5fe style H fill:#ffebee style I fill:#e8f5e8 style J fill:#ffcdd2 style K fill:#c8e6c9

🛠️ Solution 1: Proper Script Timing

The most common issue is that reset scripts run before display scripts. Here’s how to fix it:

    when flag clicked
forever
if <(game over) = [true]> then
// First: Display the results
broadcast [show results v]
wait [3] seconds
// Then: Reset for next game
broadcast [reset game v]
set [game over v] to [false]
end
end
  

📊 Solution 2: Use Separate Display Variables

Create backup variables that store final values:

    when I receive [game over v]
// Save final values to display variables
set [final score v] to (score)
set [final enemies v] to (enemies defeated)
set [final powerups v] to (powerups collected)

// Show results using final variables
broadcast [show final results v]
  

🎯 Solution 3: Proper Variable Scope Management

Make sure your variables are set to “For all sprites” and not being reset accidentally:

    // In your main game sprite
when flag clicked
set [score v] to [0]
set [enemies defeated v] to [0]
set [powerups collected v] to [0]
set [game started v] to [true]

// Only reset when starting a NEW game
when I receive [new game v]
if <(game started) = [false]> then
set [score v] to [0]
set [enemies defeated v] to [0]
set [powerups collected v] to [0]
set [game started v] to [true]
end
  

🔧 Solution 4: Debug Your Variable Flow

Add temporary debugging to see what’s happening:

    when I receive [game over v]
say (join [Score: ] (score)) for [2] seconds
say (join [Enemies: ] (enemies defeated)) for [2] seconds
say (join [Powerups: ] (powerups collected)) for [2] seconds

// This will help you see if variables are correct before display
  

⚡ Pro Tips for Variable Management

  • Use broadcasts for timing: Control when things happen with specific broadcast messages
  • Avoid multiple reset points: Only reset variables in one place
  • Test thoroughly: Play your game multiple times to ensure consistency
  • Use cloud variables: For persistent high scores that survive page refreshes

Try implementing Solution 1 first - it fixes most timing issues! Let me know if you need help with any of these approaches. 😊

CB

CodeBuilder92

Replied 1 hour later

@DebugMaster_Alex This is exactly what I needed! 🎉 The broadcast timing solution worked perfectly. I was indeed resetting variables too early.

Quick follow-up: Is there a way to layer UI elements above the variable displays? I want to add some decorative elements to make the results screen look better.

UI

UIDesigner_Maya

Replied 30 minutes later

@CodeBuilder92 Great question! For layering UI elements above variables:

    // Create a custom results display sprite
when I receive [show results v]
go to front layer
go to x: [0] y: [0]
show

// Use costume changes for different result screens
switch costume to [results background v]
stamp

// Position text sprites above the background
broadcast [show score text v]
  

This gives you full control over the visual layout! You can create beautiful result screens with custom graphics, animations, and proper layering. ✨

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Game State Management

Excellent debugging discussion! Variable management is crucial for reliable games. Our community can help you implement:

  • 🔄 Advanced state management systems
  • 💾 Persistent data storage
  • 🎮 Complex game flow control
  • 🐛 Professional debugging techniques

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