current_step
Link to current_step
/*
Blog post: https://tabularelf.com/proper-frame-counter/
Note:
This code was created by TabularElf (https://tabelf.link/) for non-commercial and commercial purposes.
While this snippet of code is free to use for both non-commercial and commercial purposes,
I would really appreciate it if you could include credits to me along with my links site in any given release!
Thank you!
The purpose of current_step is to check the current frame count since the beginning of the game.
For the sole purpose of either allowing us to make a very simple alarm, for debugging purposes,
or in any given application where relying on the exact frame matters, without any interference.
Note: The returned result will start from 0 at the very beginning of the game.
Intended use case:
if ((current_step % 3) == 0) {
// Execute every 3 frames
}
*/
/// @ignore
function __get_current_step() {
gml_pragma("forceinline");
// Initialize our static variable
// Creates an anonymous method and runs it immediately, returning a struct.
static _inst = (function() {
var _inst = {};
_inst.ts = time_source_create(time_source_global, 1, time_source_units_frames, method(_inst, function() {
if (executedInBeginStep) {
--currentStep;
executedInBeginStep = false;
}
++currentStep;
}), [], -1);
time_source_start(_inst.ts);
_inst.currentStep = -1;
_inst.executedInBeginStep = false;
return _inst;
})();
// Check if we're in the begin step event
if ((event_type == ev_step) && (event_number == ev_step_begin) &&
(!_inst.executedInBeginStep)) {
inst.executedInBeginStep = true;
++_inst.currentStep;
}
// Check if this is our frame counter is below 0, aka the very first frame.
if (_inst.currentStep < 0) {
return 0;
}
return _inst.currentStep;
}
__get_current_step(); // We call this once at the start
#macro current_step (__get_current_step())