Difference between revisions of "An Event in Time"

From The Official Visionaire Studio: Adventure Game Engine Wiki
(Created page with "On this page you will find a bunch of tips & tricks related to events, loops, & timing methods that you can use to control exactly when specific events &/or state changes (via...")
 
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== Pause ==
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== Pause (static) ==
  
The simplest method for controlling time is to use the '''pause''' action part. The pause action part will pause the action list that you have created it in for the amount of time you specify or for the integer value belonging to the value that you have  optionally linked to the pause action part.
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The simplest method for controlling time is to use the '''pause''' action part. The pause action part will prevent any action parts created after it from executing until the pause has finished.
  
 
{| class="ts"
 
{| class="ts"
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  if condition "cond_example" is true
 
  if condition "cond_example" is true
  pause for 500ms (''prevents action parts listed after from executing until pause ends'')
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  pause for 500 milliseconds
 
  change condition "cond_example" to false
 
  change condition "cond_example" to false
 
  end if
 
  end if
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== Pause (dynamic) ==
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The same action part above can also be used to create dynamic pauses, which can be really useful for making your game projects feel much more alive & less like they are stuck on some kind of fixed looping pattern that occurs every x amount of time passed.
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To setup dynamic pauses you will need to create a '''value''' that you can link to the pause action part. The integer number belonging to values can be modified at any time via action parts or script, however we will only be covering action parts for now to keep things as simple as possible.
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Anyway, let's just assume you have created a value somewhere inside of the Visionaire Studio editor & have called it "v_time". Right, let's see an example of what a dynamic pause would look like inside of an action block...
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set random value "v_time" between 100 and 3000
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pause for "v_time" milliseconds
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additional action parts go here
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== Animation Frame Events ==
  
 
{{toc}}
 
{{toc}}

Revision as of 18:11, 1 August 2022

On this page you will find a bunch of tips & tricks related to events, loops, & timing methods that you can use to control exactly when specific events &/or state changes (via values/conditions) should occur in your game projects.

Anyway, let's crack on...


Pause (static)

The simplest method for controlling time is to use the pause action part. The pause action part will prevent any action parts created after it from executing until the pause has finished.

Quick note: The pause action part allows you to specify the time in milliseconds, seconds, or minutes; however I highly recommend that you use milliseconds because it allows you to input precise time values.

Anyway, here's an example of the pause action part being used with some other action parts...

if condition "cond_example" is true
pause for 500 milliseconds
change condition "cond_example" to false
end if


Pause (dynamic)

The same action part above can also be used to create dynamic pauses, which can be really useful for making your game projects feel much more alive & less like they are stuck on some kind of fixed looping pattern that occurs every x amount of time passed.

To setup dynamic pauses you will need to create a value that you can link to the pause action part. The integer number belonging to values can be modified at any time via action parts or script, however we will only be covering action parts for now to keep things as simple as possible.

Anyway, let's just assume you have created a value somewhere inside of the Visionaire Studio editor & have called it "v_time". Right, let's see an example of what a dynamic pause would look like inside of an action block...

set random value "v_time" between 100 and 3000
pause for "v_time" milliseconds
additional action parts go here


Animation Frame Events