Question - Code Wait function in game maker
In particular, you need to give up this this mindset that automatically equates all repetition with loops. Repetition over time should always rely on repeated step checks, alarms or timelines in GM, never on a closed loop with a blocking wait. The blocking wait loop mindset had a place in single-tasking systems before the 1990's, but no place in multi-tasking systems in 2017.
Since this involves a series of jobs done over time, I suggest that you use a worker object with a job queue like this:
When NOT to Use Loops
NEVER check a condition in loop form if you answer "yes" to any of the following:
- Do the actions within need to repeat gradually over time in order to be meaningful?
- Do you need other background processes to continue running while it is repeating? (e.g. speed-based movement, alarms/countdowns, user input, networking packets)
- Do the actions that work toward the stopping condition lie outside the block?
- Does the repeating condition rely on a background process to work properly?
- Does the repeating condition involve real-time user input? (e.g. keyboard, mouse, gamepad and touch screen presses)
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var var_enemy; //makes a variable
var_enemy = instance_create(x, y, obj_enemy); //creates an enemy
speed = 2; //speed of the spawned enemy
direction = other.image_angle; //direction of the spawned enemy
But this works like a machinegun. Spawns in miliseconds. I want it to wait a bit. Can anyone help?
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The "wait" Function
|real||Sets the duration of time to wait, in seconds|
|real||Optional: Sets the amount of time to offset the timer|
Returns for a specified interval, as a value of seconds, after which will be returned for one frame. Repeats endlessly.
Note that this script's starting time is based on instance creation time, and will always return at the same time for every instance of any object created in the same Step. Sometimes this synchronization is not desirable, in which case an optional offset time can also be supplied. Unlike the main time interval, the offset value can be either positive or negative. For example, to base starting time on global session time, use (must be a variable declared in an event that is not run every Step).
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Alarms are useful for when you want to count down, for example, to create a countdown timer, time limit, waiting time, or delay. An alarm can also useful for putting spaces between shots in a bullet stream. Every object in Game Maker has 12 s built in.
When an alarm is set, it begins to count down. When the count reaches 0, the Alarmevent for that alarm goes off. The Alarm event allows you to execute actions in response to the alarm going off. An alarm will not count down unless there is an action in the Alarm event.
When an alarm is set, it begins to count down to . Once it reaches it triggers an Alarmevent and sets itself to .
Setting an Alarm with GML
The code below will set an alarm to go off in 20 seconds :
Alarms are built into objects using an array named . The array index has a range from 0 to 11, each one of them representing one of the 12 built-in alarms.
A countdown timer is a timer that counts down, creating a time limit. A countdown timer can be made using an alarm. First, set the for the number of seconds you want the time limit to be.
Once you do this, the count down will begin.
Displaying the Countdown Timer
You can display the time left to the player using to show a caption along with the value of . You will have to convert the steps left in the timer to seconds by dividing by the .
Finally, any code you want to run when the alarm goes off, put in the Alarm Event associated with , which is Alarm 0.
These pages link back to this page. You may find them useful.
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