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Thread: Accelerating / Deaccelerating fastloops

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    Clicker Multimedia Fusion 2iOS Export Module
    amaire13's Avatar
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    Accelerating / Deaccelerating fastloops

    Hey all,

    I have a few fastloops running in my game that turn my character when he jumps in either the left or right direction to simulate certain gravity effects. The game operates on a vector system and the character is launched with a speed and direction based off of the properties of the vector generated by the user

    I want the character to turn at a rate proportional to the speed the character was launched. This will require setting a certain pace to my turning fastloops. Is there a way to set a certain speed as to how fast the fastloops execute?

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    Clicker Multimedia Fusion 2iOS Export Module
    amaire13's Avatar
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    Gonna throw another question into this.

    While testing my application, I noticed significant lag after launch during the "turning" phase. I looked back through my code and I don't think I'm executing my fastloop in a very optimal way.

    This is the way I have it running: I have a event that states "if animation launching is playing "(whenever the character is launched, the animation launching starts and ends upon landing), then set alterable "launching" equal to 1, and I execute the fastloop "turning" "launching" times. Upon landing, "launching" is set back to zero and the fastloop ends.

    This is probably not a very good way to execute my turning loop because launching has to be consistenly re-set to 1, so suggestions would be great!

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    For the first scenario you could try using LB's Inline Loops or the Slow Loops extensions, they could provide what you need.

    For the launching scenario, I would just do:
    Animation 'launches' is playing execute loop
    Loop: Do stuff

    This should run optimally, unless ofc you are using Flash? If not then it should be fine, however that would depend on what actions are you doing when the loop is triggered?
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    Well since the only speed you will ever notice is from your frame updating, then you can just set up a variable as a timer... so just for example:

    Global Value A = 0 then run fastloop 100 times

    Then to adjust the speed of the fastloop you'd set Global Value A to something higher... say 50 (if you are running the game at 50fps, this is 1 second)

    Then have an event:

    Global Value A > 0 then subtract 1 from Global Value A

    So instead of the fastloop updating every frame it would update every 50 frames.

    I'm not sure this is exactly what you're going for, but maybe it will help somehow.

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