February 10th, 2012, 03:06 AM
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#1 (permalink)
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Help please with a pause timer
I have a very basic function I want to run.
I have a timed event going with a moving sprite (MoleMash, in fact) which works great, but I want to hold the Mole still (pause the mole movement) for an interval after the mole has been 'touched'. During this time I want 'touches' to not register any score.
All timer examples I can find use an if-then-else conditional loop. I tried to figure out a parameter that could be 'tested' so I could use this loop but I could not determine a way to do that...
Can someone please give me some guidance - I am completely unable to figure this out (been playing with it for a few days now).
It seems that timer actions don't run sequentially.... I am considering setting up a timing loop with a counter that increments and then tests the counts as it progresses so I can create a conditional loop, but this seems extreme for such a simple operation... Maybe a 'wait' function exists?
Thank you all for your help.
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