Apr 5 2010, 11:08 AM
I've got a loop and as long as the loop is iterating, all animations come to a standstill. That is, events on the map stop moving completely.
Now, if I insert in the loop a call to show text, show choices, or wait for even 1 frame, the graphics on the map stay animated! Why is that? It seems strange to me, but I guess I don't understand the scheme by which graphics are updated.
To put it another way, I want everything to stay animated while the loop does its stuff without making it wait 1 frame each iteration. How do I?
Apr 5 2010, 02:12 PM
Hm. Could you work around this with an Autorun/Parallel Process event, which would repeat without needing a Loop command?
Apr 5 2010, 03:28 PM
adding the 1 frame wait is a good way to keep the loops from going nuts, but then again i never use em. I find conditional branches are more effective and easier to control
Apr 5 2010, 10:42 PM
It has to be a loop of some sort. I'm simulating dice rolling. The loop awaits user input to stop the dice.
Using a parallel process event seems to lead to the same problem as inserting a wait 1 frame, which is that the user input isn't checked fast enough. Ideally this should all be done through script, but I don't know how to keep animations going while a script loops awaiting user input.
Perhaps what I need to know is what exactly is going on internally when you issue an event command to wait x frames. Does anyone know where the code for this is? It still seems bizarre to me that a loop which calls certain event commands keeps the graphics updated like normal, but a completely empty loop freezes all animation. The answer has got to be a simple one...
Apr 6 2010, 12:09 AM
I made Scene_Map call my code and that solved the issue.
I'm still curious about the graphics scheme. One shouldn't have to edit system classes to get things done so no doubt there is a more elegant way to go about it than this.
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