making a blinking effect
digitalzero
Member, BASIC Posts: 639
I have a game that you will be invincible for a minute when u first start the stage.... When you are invincible you blink on and off.... I have a lot of actors that I have to do this for... I have made a game boolean attribute labeled invincible... And I have a index attribute labeled blinking... Now what lol I'm just trying to find the easiest way to do this and make sure the actors alpha color is 1 at the end cause sometimes it does not show up because the alpha color is 0
Comments
you could do a small 2 frame animation with a rule 'if blinking = true then animate'
Like Balls? Then click here! We've 100 coming soon
Like after the blinking logic ends? What about
When blinking true> do blinking stuff
Otherwise> change alpha to 1
Follow us: Twitter - Website
hey @digitalzero,
what I have done in the past is use a timer and say when blinking is false, every 0.01 seconds change alpha to 1
or create a rule that says:
when blinking is false & when self alpha is 0;
change self.alpha to 1
just a couple ideas!
When invincible is true:
Constrain alpha to 1000*sin( self.Time *2000)
Otherwise: Change alpha to 1
. . . . . . . . . .
Adding or subtracting from the constrain equation changes the ratio of blink on to blink off, leaving like it is means 50:50 blink on blink off, adding increases the amount of on, subtracting increases the amount of off . . . so . . .
Constrain alpha to 1000*sin( self.Time *2000)-900
. . . will give you short pulses of visibility, whereas . . .
Constrain alpha to 1000*sin( self.Time *2000)+900
. . . will give you short pulses of invisibility.
. . . . . . . . . . .
Random blinking: (like a broken neon light) . . .
400 * sin( self.Time * 2000)+ 576 * cos( self.Time * 768)
Thanks so much for the suggestions you all... I will give them a shot when I get off of work... Thanks you guys