Play testing consumes a lot of time!
Also spriting/ creating images although I haven't created many images yet, since I'm still new to FUZE⁴. XD
Butbit'll probably become a time consuming part of my work in the near future. chuckles
Unfortunately I have no dock and no USB keyboard, so typing in text also takes a lot of time. :/ Especially because I always get stuck when I have to type a "z" or a "y" since I am used to a german keyboard layout! XD
Thank you both for your inputs. This means to me I am close to the borders, where the CPU/Interpreter forgives me quick solutions ;-). I think I could get along, if I review my checks, but if I want to get further with more sprites/objects, I will have to review my code and apply optimizations.
I’ve also used time to stop button presses from repeating, and it worked pretty well. I had a ‘time last pressed’ and a ‘delay time’. It was set so that it wouldn’t fire again if time last pressed + delay time was less than current time. It worked pretty well. I hope I remembered that all right.
My advice (for what it's worth) take baby steps. Don't get an idea for an epic game right now as you'll probably get frustrated. Take it very slow one small step at a time, the tutorials are a good help and from there take it slowly. build your skill and your confidence and remember people are always here to help you.
If you really want to do this manually, I think there a deltaTime value, where you'd create your own variable to += deltaTime until some goal. I don't have the doc in front of me to find the exact name of that command. This value would be the time that passed since the last pass through the game loop. Aha... looked it up... it's the function, deltaTime(). Doc states that this can be used with updateSprite() to change the speed of the sprite action... Interest! : )
I've done something like this before... different, but similar. I wanted to randomize the positions of consecutive numbers to shuffle them. I think I randomly selected the number for the 1 spot. The random number was based on the max number of array indices. I moved that value at that location to the 1st spot. Then, I shift things in the choice array then, reduce the range of my random call to match the decrease of available indices. So I never had to check for duplicates, because I knew I had a clean number and position to place it in within the shuffled array. It's some extra work to shift items, but if this is an infrequent bit of processing it's no biggy. I needed to do this at the start/restart of a puzzle game I did in another language, but the same principle exists in Fuze.
Very interesting topic! I'm used to simply using Java's HashMap object which implements things for you. I've always been curious about how to implement the same thing in cases where this isn't a built-in feature of a language.