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is there someone here that can help me write a finite timer scripts?
I need 3 scripts
timer_get(id,time)
timer_update_all()
timer_delete(id)
timer_get would create a timer and get a string ID and get a time or delay
it would then check if it was 0 or lesser. if it is then it would return true
timer_update_all would update all the timers created by timer_get if they were greater then 0
timer_delete would delete the timer with the given id
I have proto typed a script called wait(id,time) that is basically all three put together
however I am trying to separate them into three scripts so that it can be updated deleted and called in different positions
this is what I currently have
///wait(string,time)
var ID = string(id)+argument0
var Time = argument1
if !ds_map_exists(global.timers,ID) {
ds_map_add(global.timers,ID,Time)
}
else {
if ds_map_find_value(global.timers,ID) <= 0 {
ds_map_delete(global.timers,ID)
return true
}
else {
ds_map_replace(global.timers,ID,ds_map_find_value(global.timers,ID)-1)
}
}
the problem is that I can't find a way to iterate though all the ds_map(global.timers,ID) and subtract one from them.
since they use keys instead of indexs however I need these keys so that I can assign a id to them and be checked if they exist or not
can someone help me
my script seems to be giving me a division by zero error
I got the formula from a irc and I don't know really know how it works
///move_reflect(obj)
vx = argument0.x
vy = argument0.y
lx = lengthdir_x(argument0.speed,argument0.direction)
ly = lengthdir_y(argument0.speed,argument0.direction)
dx = 2 * (vx * lx + vy * ly) / (lx * lx + lx * lx) * lx - vx
dy = 2 * (vx * lx + vy * ly) / (lx * lx + lx * lx) * ly - vy
motion_add(point_direction(vx,vy,dx,dy),argument0.speed)
I'm trying to make an alternative bounce script since the move_bounce functions are buggy and don't work right
Can someone make some scripts and shader that uses a png palette to change a sprites colors and alpha to different colors?
I was thinking along the lines of reading the png palette top to bottom, left to right
and storing the color sets in a array or map by calling palette_init
then you could call scripts like
palette_swap(cset) <-- can return
palette_effect(effect) <-- can return
palette_fadeEffect(effect,time) <-- read only
effects being
thermal
negitive
frozen
gray
sepia
ultraViolet
to change the color
Pages: 1