Rapid Button Press?

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Started by yomaniac 7 posts View original ↗
  1. I am trying to make a mechanic where the player needs to rapidly press a key on the keyboard to continue the game, if they fail then it's game over. Anyone know how to do this?
  2. Basically a series of conditional branches with waits, switches and variables for controlling.
    The conditional branch checks if a key is pressed, but then you'll have to check if it is released again before counting - that is where you need to use switches and different nested conditional branches.
  3. Andar said:
    Basically a series of conditional branches with waits, switches and variables for controlling.
    The conditional branch checks if a key is pressed, but then you'll have to check if it is released again before counting - that is where you need to use switches and different nested conditional branches.

    Is there a way to check specifically if a key has been released? Or would you just use a conditional branch to check if it's been pressed and then do stuff in the "Else" part of it?
  4. No, that is why you need switches and a series of conditional branches.
    A key has been released if it it not pressed now but was pressed previously (as stored in the switch)
  5. To elaborate...something like this:
    Spoiler
    Code:
    ◆Control Switches:#0001 ButtonDown = OFF
    ◆Control Variables:#0004 Input = 0
    ◆Loop
      ◆If:ButtonDown is ON
        ◆If:Button [OK] is pressed down
          ◆Comment:Nothing.
          ◆
        :Else
          ◆Comment:Button was pressed and released!
          ◆Control Switches:#0001 ButtonDown = OFF
          ◆Control Variables:#0004 Input += 1
          ◆
        :End
        ◆
      :Else
        ◆If:Button [OK] is pressed down
          ◆Comment:Button is now pressed down!
          ◆Control Switches:#0001 ButtonDown = ON
          ◆
        :End
        ◆
      :End
      ◆If:Input = 10
        ◆Break Loop
        ◆
      :Else
        ◆Wait:1 frame
        ◆
      :End
      ◆
    :Repeat Above
    ◆Text:None, Window, Bottom
    :    :You escaped! \.Congratulations!
    Adding a timer to it just requires another variable (and branches) to count & check how many times the loop has run. ^_^

    I happen to have a worked example, timed and with picture prompts, over on the Steam Workshop if you're interested. It's for battle skill input, but a couple of them use a "button mash" approach (the actual events don't require any plugins, don't worry). It may be a bit over-complicated for this purpose but here's a link if you're interested: https://steamcommunity.com/sharedfiles/filedetails/?id=1287577261
  6. @caethyril The link doesn't work anymore, can we find the example somewhere else?
  7. @Dumango - ah, I took it down after the YEP terms of use changed.

    I just put it back up, with a slight change: it no longer includes the Yanfly plugins. If you just want to check out the events, no problem! If you want to playtest, you can follow the instructions on the workshop page. :kaohi:

    Since the OP of this thread doesn't seem to have logged in for over 5 years...

    Closing this.