what i just tried defiantly didn't work, constraining time difference to time current time sec-pressed time sec depending on what second u started would count up, then not get to 60 it would get to like 56 and then go to -4 or go to 28 then to -32
whats the best way besides every second adding to score as time?
tatiangMember, Sous Chef, PRO, Senior Sous-ChefPosts: 11,949
edited February 2012
touch is pressed --> game.PressedTime=game.Time every 0 seconds --> game.TimeSincePressed=game.Time-game.PressedTime ... and then convert game.TimeSincePressed to minutes and seconds using a tshirtbooth technique:
Is that what you're looking for? It still uses an every 0 seconds timer.
MGM the button itself has a timer: self.Time … tracks time in seconds and milliseconds the button has self.Tags to use as a 2nd conditionControl … should be blank for this purpose
-add an attribute real-type to the button: pressedTime
on the button: Rule: when (All) Event: touch is pressed Attribute: self.Tags is blank --changeAttribute: self.pressedTime To: self.Time --changeAttribute: self.Tags To: pressed … just type-in as it is text
Rule: when (All) Attribute: self.Tags is pressed Attribute: self.Time > pressedTime+10 … (the 10 is 10 seconds … could be any number you like … remember a whole number here is seconds ) --do This --do That --changeAttribute: self.Tags To: leave blank --changeAttribute: self.pressedTime To: 0
=== use what the computer is already tracking use the gameAttributes to initiate/store gameWide events/attributes use player's interaction with an element/actor in your game … to control/run the events
Comments
whats the best way besides every second adding to score as time?
every 0 seconds --> game.TimeSincePressed=game.Time-game.PressedTime
... and then convert game.TimeSincePressed to minutes and seconds using a tshirtbooth technique:
Is that what you're looking for? It still uses an every 0 seconds timer.
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the button itself has a timer: self.Time … tracks time in seconds and milliseconds
the button has self.Tags to use as a 2nd conditionControl … should be blank for this purpose
-add an attribute real-type to the button: pressedTime
on the button:
Rule: when (All)
Event: touch is pressed
Attribute: self.Tags is blank
--changeAttribute: self.pressedTime To: self.Time
--changeAttribute: self.Tags To: pressed … just type-in as it is text
Rule: when (All)
Attribute: self.Tags is pressed
Attribute: self.Time > pressedTime+10 … (the 10 is 10 seconds … could be any number you like … remember a whole number here is seconds )
--do This
--do That
--changeAttribute: self.Tags To: leave blank
--changeAttribute: self.pressedTime To: 0
===
use what the computer is already tracking
use the gameAttributes to initiate/store gameWide events/attributes
use player's interaction with an element/actor in your game … to control/run the events
@};- MH