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Thread: Using Modulus to alternate between 2 functions?

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    Unhappy Using Modulus to alternate between 2 functions?

    Hello.
    This code is for a game I'm making.
    I'm new to using modulus, and I've been looking all over the place for a tutorial that I can understand. No luck. :\

    What I'm trying to do is get the console to print "enemy hits player" as soon as enemyAttacksPlayer() is called.
    After one second, "player hits enemy" should be printed, so it alternates between these two lines every second.

    The issue is when I call enemyAttacksPlayer(), it takes a few seconds to print any lines, and this delay is kinda annoying.

    After messing with the numbers for about 30 minutes, I gave up and came here.

    public int time = 0;
     
    	public void enemyAttacksPlayer() {
    		time++;
    		if (time % 120 == 60) {
    			System.out.println("enemy hits player");
    		}
    		if (time % 120 == 0) {
    			System.out.println("player hits enemy");
    		}
    	}
    I think I may be using % wrong. Any help?


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    Default Re: Using Modulus to alternate between 2 functions?

    I believe you're asking for help with eliminating or reducing the delay, and the delay is not occurring in the code you posted. Show your game loop, or the while ( true ) loop, that keeps the game going.

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    Default Re: Using Modulus to alternate between 2 functions?

    How often is enemyAttacksPlayer() called? It's coded to do something with 2 times out of 120 times it is called.
    What is it supposed to do the other 118 times it is called per 120 calls.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: Using Modulus to alternate between 2 functions?

    Ah, now you guys can tell how new I am to this.
    I didn't even provide enough information to get the help that I needed.

    enemyAttacksPlayer() is called 60 times per second when I'm close enough to an enemy.

    My game was updating 60 times per second, so I got rid of the % and used some simple if (time == 1) and if (time == 61) statements.
    I also looped time so it resets to 0 after 119
    I would've used if (time == 0) and if (time == 60) but for some reason it would call the time == 60 one second after calling the main method,
    so I guess time had to be 1 before it could be called correctly. 1/60 of a second is really that bad of a delay, so I might stick with this.

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    Default Re: Using Modulus to alternate between 2 functions?

    There are excellent discussions of game loops, animation timing, etc. on the Internet. I can't tell what you're doing exactly, but I'm sure it can be improved. Search for the topics I've suggested and read what others have to say, try what they suggest, and learn new (maybe better) ways to accomplish what you're trying to do.

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    Default Re: Using Modulus to alternate between 2 functions?

    After looking up how to properly increment and loop a value, I got it to work without any delay at all.
    Thanks.

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