Yay! Today I worked on the weapon and equipment stores all day and finally completed them. It took awhile figuring out how to transfer your purchases over to the game frame (stores are sub-apps) without using a ton of global strings and values. I finally decided to use two different lists. One for the current weapons you have and the other for the items you buy. Depending on your points, wave number, and current weapons, some weapons & equipment may be locked. For example you can only buy the flamethrower once you reach wave 45 or you cant buy rockets until you purchase the bazooka. I've decided to add cool things to the store as well such as "stat bars" for each weapon. It'll show the accuracy, speed, damage, and weapon type (semi-automatic or automatic). I think it's pretty cool
On top of that I ditched the "ammo array" idea and went with regular counters. Takes a little longer to code, but much simpler. You'll weapons will be stored in a list box and using the Q & E keys, you can swap weapons (it'll change the current line which in turn changes the player's weapon animation). Here's a few pictures:
You start out with the pistol:
Flamethrower is locked. Pretty decent stats (for an automatic weapon):
I've bought the STG-44 and the Springfield Sniper:
In-game you can see the debug weapon list. I'm holding the springfield sniper :