Here's a really simple way to add a pattern to the appearance/disappearance of a static nasty...without making it random. We'll be using MPAGDs DATA and READ commands to do this.
So, the effect I was trying to create in 24 Hour Parsley People: Episode 2 was of steam venting from a broken pipe (platform game clichés FTW!). But rather than it vent for x seconds and stop venting for y seconds, I wanted it to work in a pattern for example:
Vent: 2 seconds
Off: 3 seconds
Vent: 4 seconds
Off: 1 second
...and so on ( for a reasonable but not ridiculous number of variations)
This would then require the player to try and figure out the pattern before making their move.
Here's an example of the code running in a demo screen. I'm using the DIRECTION variable to store the pattern's current time setting - note that a higher DIRECTION value = a longer time period in the pattern:
This kind of pattern is ideal for using MPAGDs 'DATA' and 'READ' functions. But first we're going to create a sprite. As a minimum you'll need 2 frames, 1 for the nasty and a blank one. In my example, I'm using 5 frames the first 4 (numbers 0 to 3) are the Steam animation and the fifth one (#4) is blank...
So, when the steam is venting we will cycle through frames 0-3 and then when it stops venting we will hold the sprite on frame 4.
This means we can inflict damage if the player collides with the steam sprite ONLY when the steam frame is in the range 0 to 3.
And here's the code for your Steam Event...
;=============================STEAM
IF IMAGE 4 ; image number of the Steam sprite
IF FRAME <> 4 ; this part ensures the steam is white
SPRITEINK 7 ; when venting
ELSE ; but uses the players sprite colour when
SPRITEINK 6 ; off, else the sprite would take on the steams colour
ENDIF
; STEAM IS VENTING
IF SETTINGB = 0 ; I'm using SETTINGB as the ON/OFF state, of the stem
IF A = 1 ; I'm using A in my main loop, used for slowing down
ADD 1 TO SETTINGA ; Im using SETTING A as the counter, spo let's increment iy
ADD 1 TO FRAME ; I cant use animate so lets increment the frame
IF FRAME = 4 ; if the next frame is the Blank one
LET FRAME = 0 ; dont show it, instead go back to the first frame
ENDIF
ENDIF
IF SETTINGA >= DIRECTION ; I'm using DIRECTION to hold the length of the pattern, has the counter reached it?
LET FRAME = 4 ; If so, switch to the blank frame
LET SETTINGB = 1 ; And switch to the OFF state routine
LET SETTINGA = 0 ; Reset the counter
READ DIRECTION ; Get the next time length from the DATA and store it in DIRECTION
ENDIF
ENDIF
IF SETTINGB = 1 ; STEAM IS OFF
ADD 1 TO SETTINGA ; Increment the counter
LET FRAME = 4 ; Remain on the Blank frame
IF SETTINGA >= DIRECTION ; have we reached the end of the timer?
LET FRAME = 0 ; If so,switch to the first frame
LET SETTINGB = 0 ; Switch to the ON routine (venting)
LET SETTINGA = 0 ; Reset the counter
READ DIRECTION ; Get the next time length from the DATA and store it in DIRECTION
ENDIF
ENDIF
IF COLLISION 0 ; Player has collided with the steam,
IF FRAME <> 4 ; If the steam is active
SUBTRACT 1 FROM L ; do some damage
BEEP 25 ; ouchy noise!
OTHER ; turn the player red...because it hurts!
SPRITEINK 2
ENDSPRITE
ENDIF
ENDIF
ENDIF
DATA 50 40 20 40 80 30 50 40 10 30 ; add your timings (alternate between OFF and ON)Now, this wont quite work on it's own. We're going to need to initialise some of the parameters when the Sprite first draws on screen.
We're going to set an initial time length in DIRECTION (since in the code above Direction only gets set when it equals SETTINGA. By default, a sprites DIRECTION is always initially 0 unless you change it in the sprite initialisation screen.
but we can also add a bit of variety here too, for example, we could randomise whether the steam is ON or OFF initially (SETTINGB), so your code in your Sprite Initialisation event might look something like:
IF TYPE 4 ; this is the event type that contains our Steam sprite
LET SETTINGA = 0 ; start the counter at 0
GETRANDOM 2 ; get a random number (either 0 or 1)
LET SETTINGB = RND ; make the steam either ON or OFF at random initally
LET DIRECTION = 50 ; set the time to remain in the current state to 50 cycles
ENDIFAnd that's it. Now your static nasties can appear and disappear in a pattern, entirely at your command :)
Hope this helps!
