Text That Will Dissapear After A Specified Time.
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Foxhunter
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Posted: Tue May 11, 2010 9:49 am Post subject: Text That Will Dissapear After A Specified Time. |
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What is it you are trying to achieve?
<Replace all the <> with your answers/code and remove the <>>
What is the problem you are having?
<Answer Here>
Describe what you have tried to solve this problem
<Answer Here>
Post any relevant code (You may choose to attach the file instead of posting the code if it is too long)
<Answer Here>
Turing: |
<Add your code here>
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Please specify what version of Turing you are using
<Answer Here> |
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syntax_error
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Posted: Tue May 11, 2010 10:01 am Post subject: RE:Text That Will Dissapear After A Specified Time. |
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look into delay() |
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USEC_OFFICER
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Posted: Tue May 11, 2010 11:40 am Post subject: RE:Text That Will Dissapear After A Specified Time. |
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delay, then redraw everything. And enter text into the form so we have a better idea of what you want. |
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supaphreek
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Posted: Tue May 11, 2010 2:02 pm Post subject: RE:Text That Will Dissapear After A Specified Time. |
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im a pretty noob user at turing, but il offer my thoughts
put "text here"
delay (time)
cls
uhh, so the first line will will put the text out there
the second line pretty much just freezes everything and makes it wait for a time of your choice. The "time" is to be replaced with a number of miliseconds.
the third line, would clear the screen (making it dissapear) |
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Insectoid
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Posted: Tue May 11, 2010 2:50 pm Post subject: RE:Text That Will Dissapear After A Specified Time. |
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It would be great if you provided some actual evidence of what you've done or...put anything at all into your post. |
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USEC_OFFICER
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Posted: Tue May 11, 2010 5:20 pm Post subject: RE:Text That Will Dissapear After A Specified Time. |
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Which is a problem new people have. We can only help you if you give us good information. (Or at least better help.) |
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Foxhunter
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Posted: Thu May 13, 2010 9:10 am Post subject: Re: Text That Will Dissapear After A Specified Time. |
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I'm sorry, the original post didn't seem to . . well post anything. It messed up or something, I am going to edit it.\
Apparently I cannot edit a post that has already been replied to, so in this case I will just put it here.
I am trying to achieve text that will erase itself after a specified time. The game I am making has other actions taking place in the background (RPG style game) and a DELAY command would delay the entire program, which is not what I want at all.
%Text Procedure (HeartStrike)
procedure Heartstrikeready
Font.Draw ("Heart Strike is ready!", 100, 300, cooldown, red)
Font.Draw ("Heart Strike is ready!", 100, 300, cooldown, white)
Pic.Draw (Saphiron, 150, 20, picMerge)
end Heartstrikeready
%Text Procedure (DeadlyStrike)
procedure Deadlystrikeready
Font.Draw ("Deadly Strike is ready!", 100, 300, cooldown, red)
if ((Time.Sec - ACooldown) > ALastUsed) and (ACanUse = false) then
Font.Draw ("Deadly Strike is ready!", 100, 300, cooldown, white)
Pic.Draw (Saphiron, 150, 20, picMerge)
end Deadlystrikeready
%Text Procedure (FIREBALL)
procedure Fireballready
Font.Draw ("Fireball is ready!", 100, 300, cooldown, red)
if ((Time.Sec - ACooldown) > ALastUsed) and (ACanUse = false) then
Font.Draw ("Fireball is ready!", 100, 300, cooldown, white)
Pic.Draw (Saphiron, 150, 20, picMerge)
end fireballready
%Text Procedure (MUTILATE)
procedure Mutilateready
Font.Draw ("Mutilate is ready!", 100, 300, cooldown, red)
if ((Time.Sec - ACooldown) > ALastUsed) and (ACanUse = false) then
Font.Draw ("Mutilate is ready!", 100, 300, cooldown, white)
Pic.Draw (Saphiron, 150, 20, picMerge)
end Mutilateready
Here is the relevant code, I am trying to have it so when an ability is ready the text comes up with "SO AND SO IS READY!" For a few moments, or a second, and then it dissapears. And I will be using the FONT.DRAW Command for this as the regular text is not what I am looking for. |
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Insectoid
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Posted: Thu May 13, 2010 10:55 am Post subject: RE:Text That Will Dissapear After A Specified Time. |
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you need a timer, and keep redrawing the text until the timer expires.
for example,
code: |
%top of program, whatever
var startTime := Time.Sec %gets the current time in seconds (or miliseconds) since unix epoch
var time_to_display := 15000 %display text for 15000 miliseconds (or 15 seconds)
loop
%do stuff
if Time.Sec - startTime < time_to_display then
%draw text
end if
end loop
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