Neat little script

Posted by Bipshark on June 11, 2008, 6:41 a.m.

I've made a script for calculating speed with desired freq.

An example:

You create an object called objPlayer. On the left key event you use this code:

if(place_free(x-4, y)) { x-=4; }

And the user will move 4 pixels to the left.

However, if you set the roomspeed to the users screen hz. (ex. 60hz) the user will move 8 pixels to the left.

But if you use my script like this:

if(place_free(x-4, y)) { x-=freq_pixels(4); }

It will move 4 pixels to the left. And if the users screen hz was 100hz. It will still move 4 pixels to the left!

The script can be copied from below:

——–

var sp, freq, calc;

sp = argument0;

freq = display_get_frequency();

calc = (sp / freq) * 30;

return calc;

——–

Comments

PY 16 years, 6 months ago

Cool

raz 16 years, 6 months ago

may i change the code?

Instead of 30, use room_speed…

var sp, freq, calc;

sp = argument0;

freq = display_get_frequency();

calc = (sp / freq) * room_speed;

return calc;

Bipshark 16 years, 6 months ago

That won't work. Then it will return same value as input.

Try it yourself in gm.

raz 16 years, 6 months ago

This code makes the player to move 4 pixels as if the room speed was 30, ALLWAYS

noshenim 16 years, 6 months ago

Quote:
However, if you set the roomspeed to the users screen hz. (ex. 60hz) the user will move 8 pixels to the left.
in how many frames?

Quote:
It will move 4 pixels to the left. And if the users screen hz was 100hz. It will still move 4 pixels to the left!
in how many frames?

I don't get it >__<

sirxemic 16 years, 6 months ago

EDIT: it DOES work, but your description wasn't really clear.

Juju 16 years, 6 months ago

Well done, you've rediscovered delta time, only you've mutated it into some anal-raped abomination. Using the screen frequency only works if you're using synchronisation. Here, this is how it should be done:

return argument0 / fps * room_speed;

Also, you need to be using that function for the collision checking as well or else you may end up checking 4 pixels ahead and actually jumping forward 6, leading to embarassing sticking problems. Which I'm sure you and your sock are accustomed to.

Bipshark 16 years, 6 months ago

Sorry for my fail at the description. I'm not that good on english.