1.0.1Ever wanted to call a sound effect in your scripts after, say, 30 frames have passed? Or how about wait 60 seconds before you render a sprite with the bitmap Cache.system("gone_4_60_s")? Well now you can, with this teeny tiny and easy-to-use script!
Introducing the fantabulous TDD::Timer.call_after_frames!

You use it like this:
TDD::Timer.call_after_frames( :frames => Number, - Number of frames to wait before calling :method :observer => Object, - Object for which method should be called :method => :symbol, - Method to call on :observer Object :params => Object, - OPTIONAL: Any object you wish to pass to the :method)Real world example:
Spoiler
Here it is used (in combination with my Ease animation script) to match the sound effects to the animation, by using delayed calls to methods that call the sound effect:
One of those calls look like this:
# Audio: Play fall againTDD::Timer.call_after_frames(observer: self, method: :play_shatter_sfx, frames: 170)
One of those calls look like this:
# Audio: Play fall againTDD::Timer.call_after_frames(observer: self, method: :play_shatter_sfx, frames: 170)

You know the drill: Put it somewhere below ▼ Materials but above ▼ Main Process

You can get it on github directly here; this link will always be up-to-date with the latest stable version:
https://raw.githubusercontent.com/TorD/TDD-Timer/master/script.rb
If you want to follow the development, or report bugs, please use the GitHub repository found here:
https://github.com/TorD/TDD-Timer

Free for non-commercial and commercial use. Credit greatly appreciated but not required. Share script freely with everyone, but please retain the description area unless you change the script completely. Thank you.

Galenmereth / Tor Damian Design
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