Reply to Re: Wait times
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Durations of 17 to 32 will resume after two frames, meaning 17 to 31 are equivalent to 32 and so on and so forth *sniffs*. For short waits, it may be worth considering just how many individual frames you're attempting to skip before resumption.
Please correct me if I'm wrong, but if frame for any reason takes more than usual time to render, the actual amount of frames waited might be shorter.
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Some other notes:
- Dink Smallwood version 1.08 screen update will always take at least 12 ms/frame (~83 FPS).
- The game has 'soft-cap' of 68 ms per frame (~15 FPS); if the frame takes longer, the game will behave as if it had taken 68 ms.
- Sprite animations will always advance at most one animation-frame per screen-frame, so animation speed is effectively capped to game speed.
- Sprite's timing does not affect the execution of the scripts
- If you want to wait until some sprite has finished its animation, the most reliable way to do it is to wait until sp_seq(&sprite, -1) returns 0, like this:
Please correct me if I'm wrong, but if frame for any reason takes more than usual time to render, the actual amount of frames waited might be shorter.
.
Some other notes:
- Dink Smallwood version 1.08 screen update will always take at least 12 ms/frame (~83 FPS).
- The game has 'soft-cap' of 68 ms per frame (~15 FPS); if the frame takes longer, the game will behave as if it had taken 68 ms.
- Sprite animations will always advance at most one animation-frame per screen-frame, so animation speed is effectively capped to game speed.
- Sprite's timing does not affect the execution of the scripts
- If you want to wait until some sprite has finished its animation, the most reliable way to do it is to wait until sp_seq(&sprite, -1) returns 0, like this:
int &seq; loop: &seq = sp_seq(¤t_sprite, -1); if(&seq != 0) { wait(1); goto loop; } //Sprite done animating