Lap timer in XNA 4.0? - xna-4.0

Right, I've got a slight problem here, in which I've attempted to implement a lap timer.
In my protect override void update I've got this;
if ((IntersectPixels(destinationRedRect, car2redTextureData, startingLineRectangle, startingLineTextureData)))
{
{
redHit = true;
_timer1 += gameTime.ElapsedGameTime.TotalMilliseconds;
}
}
What I'm saying here^ is, if car2red is colliding with the starting line, the timer begins, but if it's not, timer does not add seconds (it just stops_ . How can I make it so, if car2red hits the startingLine and moves forward a few pixels (without touching starting line) the timer still continues?
Thank you.

You should have a separate if statement like this:
if (redHit) {
_timer1 += gameTime.ElapsedGameTime.TotalMilliseconds;
}
if ((IntersectPixels(destinationRedRect, car2redTextureData, startingLineRectangle, startingLineTextureData)))
{
redHit = true;
//Only use this line if you want to reset the timer to 0 when the player crosses that line again.
_timer1 = 0;// I'm assuming that _timer1 is a double
}

Related

Game maker death codes which will run when you collide with a skeleton don't work like It should

p_hp is health variable and o_skeleton is our enemy. What I want to do is to kill the player when it collides with the skeleton 3 times, but it seems It doesn't work.
What did I do wrong?
p_hp=3;
if(place_meeting(x,y,o_skeleton))
{
p_hp=p_hp-1
}
if(place_meeting(x,y,o_skeleton)) && (p_hp==0)
{
instance_destroy(self);
}
Please help to solve my issue.
Is p_hp = 3 declared in the Step Event? then that means each time it reached that code, p_hp will reset back to 3. And the Step Event is called each frame.
I recommend declaring variables that'll change later on in the Create Event.
Also, It's better to use this to check if your character is still alive:
if (p_hp <= 0)
{
instance_destroy(self);
}
That way it doesn't need to collide to check if it's still alive, and if the chance happens that p_hp is lower than 0. It will still be destroyed.
Keep in mind, this possible results in the player dying instantly to the skeleton, because it's checking the Step Event each frame. In that case, you'll need to look into a short invincibility time after getting hit.
Adding invincibility after getting hit:
There are multiple ways to add invincibility, the method I use is to add invincibility would be making an invincibility variable and use that as a timer. give it a value the moment it's hit, and let it return to 0 over time. you should also add the check if the invincibility value is higher than 0;
So, in practise:
Create Event:
p_hp = 3;
invicibility = 0;
Step Event:
if (invincibility > 0) //timer in step event
{
invincibility -= 1/room_speed // (1/room_speed) = real time seconds
}
if (place_meeting(x,y,o_skeleton) && invincibility <= 0) //avoids getting hit while invincibility has value.
{
p_hp -= 1;
invincibility = 0.5; //grants half a second of invincibility after getting hit
}
if (p_hp <= 0)
{
instance_destroy(self);
}
(And as extra tip: p_hp -= 1 does the same as p_hp = p_hp - 1)

Timer Efficiency

I'm working on an AS3 project and for one of the effects I use timers to switch the colors then stop. The function is below.
//global variable
private var valueAnimationTimer:Timer = new Timer(50);
//constructor
valueAnimationTimer.addEventListener(TimerEvent.TIMER, scrollUp );
//function
private function scrollUp(e:TimerEvent):void
{
var i:int = e.currentTarget.currentCount as int;
if (i < 10)
{
if (colored){
if (i % 2 == 0){
ChangeColor(ico, flickerColor);
}
else{
ico.transform.colorTransform = new ColorTransform();
}
}
tfValue.y -= 7.5;
}
else
{
RemoveFilters(ico);
tfValue.y = ico.height / 2;
e.currentTarget.reset();
RemoveSprite(tfValue);
colored = false;
}
}
Each character (object) has it's own version of this function and it happens at different times (like when it is injured or poisoned). The listener is added once in the constructor, it is only removed when the character dies and is removed from the stage. The issue here is after the timer is used on at least 3 characters, the frame rate begins to drop. Every time the function is called, the frame rate drops lower and lower.
What I don't understand is, if the timer is stopped, and the listeners are only added once so it doesn't overload the stack, then why does the frame rate begin to decline after the listener is actually used? It doesn't run forever only for a small amount of time, but it happens again and again. When the frame rate drops the entire program begins to lag badly and eventually freezes. I have no idea what is causing this
Also be aware that inside of the Timer function, the first number is your count in MILLISECONDS and the second is repeat count
var fl_TimerInstance:Timer = new Timer(240000, 1);
So this example above is a 4 minute timer that repeats 1 time
I bring this up because yours is set for 50 milliseconds which is very quick lol

Simple 2-step animation using Unity's Animation Tool

I am new to Unity/coding and trying to create a simple 2-step animation in which I can adjust the delay times for each step. I have a lift in my game that uses two animations: "Up" and "Down".
I'm using an enumerator to play the animations, and this is what I have so far:
IEnumerator Go()
{
while(true)
{
GetComponent<Animation>().Play ("Up");
yield return new WaitForSeconds(delayTime);
break;
GetComponent<Animation>().Play ("Down");
yield return new WaitForSeconds(delayTime);
break;
}
}
I understand I could just animate the whole thing as one motion, but I want to be able to adjust the delay times on the fly. My goal is to animate these two in succession. Up, then down. At the moment my lift goes up and stays there. What am I doing wrong?
Thanks for the help!
Remove the break-clauses:
IEnumerator Go()
{
while(true)
{
GetComponent<Animation>().Play ("Up");
yield return new WaitForSeconds(delayTime);
GetComponent<Animation>().Play ("Down");
yield return new WaitForSeconds(delayTime);
}
}
Now it should loop the two animations. In the original code the break statements are causing the execution jump out of the loop and, therefore, the Play for the "Down" is never called and execution of the function is terminated.
If you want the lift go up and down only once you need to remove the while loop.

XNA game : calculate time between two shoots

I'm trying to make a game with the XNA library. I want a sprite to throw a fireball to hit falling asteroids. But I have a problem with pressing the concrete key: I want to throw fireballs, for example, with one second between throws.
I want to measure the time difference between creating instances. How can I do that?
UYou can use the ElapsedGameTime property of the gameTime variable passed to the Update method like this:
const float shootTimer = 1.0f;
float elapsedTime = 0f;
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
elapsedTime += gameTime.ElapsedGameTime.TotalSeconds;
if(elapsedTime >= shootTimer && /* Your logic to see if you should shoot a fireball */ )
{
// Shoot the fireball!
elapsedTime = 0f;
}
base.Update(gameTime);
}
Basically, what you are doing in the above code is setting a minimum value (seconds) that need to pass between each shot.
Then you create a variable that will store the amount of time that has passed between each shot.
In the Update method, you add the time between each Update call and then check if it is bigger than the timer, and if it is, then you shoot and reset the elapsed time.
Note: I wrote that piece of code out of the top of my mind so it may have some minor issue.
Each call to Update of your main Game class or any GameComponent receives an instance of GameTime as an argument. Its property ElapsedGameTime can be used to accumulate the passage of time.

reset game in processing

I am making a Tron game in Processing. I have the game all worked out but I do not know how to add a reset option to start a new game after the player loses.
Anyone have some suggestions?
Well usually you should make a method that will reset/recreate/delete what is needed to restart your game. Like(pseudo):
void reset(){
score = 0;
ballsList.removeAll();
playerPositionX = 0;
playerPositionY = 0;
}
And then call it when needed.
Avoid using "init" as name of the method or you will override a built in method.
Wouldn't a simple switch case work fine ?
Switch (levels):
Case one:
Case last level:
If (this == that){
levels = one;
break
}
What I would say is wrap your whole gamecode in a function like void inGame(){gamecodeing} and when something happens like if (player.state == "dead"){inGame();} and the ingame at the starting as well. Like so:
void setup() {
size(500,500);
}
void draw() {
inGame();
if (playerHasLost) {inGame();}
}
void inGame() {gameStuff}
and every time inGame() is called it kind of does it all over again.
I'd reccomend running the setup() again.
And then store your variables in there like x = 0;, score = 0;.

Resources