I think I've set up all my panel declarations correctly, but passing an argument to a function called by an event brought up another problem.
I've got a 'showMessage(whichWindow)' function that I'd like to be able to call for various messages in the game. Each with custom graphics etc. Some of these messages are shown when the player 'reads' a nearby sign so in the action of the sign I have
my.event = showMessage(warningMessage);
The problem is...since I now have included parentheses the function runs automatically as soon as the level runs.
Is there a way to stop this from autorunning....and WHY aren't functions called in a consistant way....i.e. all of them showMessage(), whether there's an arguement or not.
Thanks,
Todd