How to create game by using Timer??

Dear Friends
Although I have made a game, I don't know what to do.
I want you to ask anyone.
Please look at the file. On blue actor, timer is working.
I want to record the time of the timer to Actor A by pressing the button.
Timer does not stop even if you press the button, the time of when you press the button will be recorded in the ActorA.

How Once I Will you be able to make it? ?

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    The device clock and the attributes game.Time, scene.Time, and self.Time are like real time. They don't stop. At least until someone builds a time machine. Because it's built-in, it's an easy thing to use but you can't change its value or stop it.

    If you need a timer to count up and then stop or even reset, you'll need to build your own:

    Timer Every 0.1 seconds
         Change Attribute game.myTimer (real) to game.myTimer + 0.1

    Or if you want to avoid a Timer behavior, just do this when you want to start (or reset) the custom timer:

         Change Attribute game.startTime to game.Time

    And then when you want to check the elapsed time:

         Change Attribute game.elapsedTime to game.Time - game.startTime

    You can do a similar strategy with the hours, minutes, seconds, etc. of the device clock but it will take a bit more work.

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  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2016

    @tatiang said:
    Timer Every 0.1 seconds
         Change Attribute game.myTimer (real) to game.myTimer + 0.1

    A good flexible clock is a rotating actor, stick a little actor somewhere off camera, open its angular velocity attribute and enter '1'.

    Now you have a little clock that accumulates 1°/sec, it's easy to read, easy to stop, restart, reverse, speed up, slow down (and so on . . . )

    . . . . . . . . . . .

    EDIT - there is a long standing bug with Angular Velocity and Rotation whereby values of 2 or below don't work, the actor will rotate to an angle of less than 1° and stop . . . so you'd need to either Constrain the actor's Angular Velocity to 1, or set the Angular Velocity / Rotation to something like 10, and take account of this x10 factor when using the numbers generated by the actor's rotation.

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I like that idea, @Socks, except if you need to reference the value from other actors.

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  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2016

    @tatiang said:
    I like that idea, @Socks, except if you need to reference the value from other actors.

    That's petty much how I always use it ! :) I reference the actor's Rotation value from other actors.

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Another way to generate a clock would be to say:

    Constrain x to x+0.01666666666667

    This will see x count up in 1 second increments, and again this is easy to start or stop, slow down, speed up, reverse (and so on).

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited March 2016

    I guess I'm "unlock averse." ;)

    The self-constrain is another interesting way to do this. Hmm...

    How did you calculate that value?

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  • SocksSocks London, UK.Member Posts: 12,822

    @tatiang said:
    I guess I'm "unlock averse." ;)

    I unlock already unlocked actors, that's how unlocky I am.

    @tatiang said:
    The self-constrain is another interesting way to do this. Hmm...

    How did you calculate that value?

    It's 1/60th/sec. Constrain = Do this once every code cycle. Code Cycle =1/60th/sec.

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    Thanks!

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  • satoshiwakatasatoshiwakata Member, PRO Posts: 60

    Socks
    tatiang

    Thank you. I try to do. If I have any problem, I will ask you in this board^^.

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