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AppGameKit Classic Chat / Performing a function over a period of time

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Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 26th Mar 2012 04:55 Edited at: 26th Mar 2012 04:55
Hi, I've been wracking my brain over this math for the past couple of hours and I just can't seem to grasp it.

I was wondering how one can use a simple system of multipliers to tell a function to do something over time. For example, I'm working on a project right now and need a sprite to fade over time.

I would like to be able to make a timer-based function that would look something like this:



That I could call once and have it do the rest, using a separate updateSprite function from the main loop, allowing me to do multiple ones at once if I want.

This isn't really a request for code, as much as a request for an explanation. All of the examples on this forum go right over my head. Thank you!

baxslash
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Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Mar 2012 05:19
getFrameTime() gives the amount of time between frames (sync rate), use this value as a multiplier in your function and you'll have a timer based function.

This month's Bitesize tutorial is all about this kind of stuff, look out for it at the start of next month.

baxslash
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Joined: 26th Dec 2006
Location: Duffield
Posted: 26th Mar 2012 09:17 Edited at: 26th Mar 2012 09:17
It occurs to me that in the tutorial I suggest another method for fading sprites using a "goal" time. You store the time the sprite must be invisible by and set its transparency based on how far from that time you are eg.

Alpha = ((goal - time)/totaltime) * 255

The tutorial comes out in a few days but if I get time later I will dig out some example code.

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