Global functions (Wait)

Wait* functions block the execution of a current script for certain duration, and optionally let player skip the waiting with a key or mouse clicks. After wait is over, the script continues as usual. Wait works almost everywhere, except for (late_)repeatedly_execute_always functions.

Before AGS 3.6.0, Wait* functions would return '0' if the waiting ended with a timeout, or '1' if it was skipped by a player.

Since AGS 3.6.0, Wait* functions do return a more sophisticated Skip Reason on why they were skipped:

  • 0 - ended by timeout or SkipWait();
  • != 0 - an integer value which combines InputType, KeyMod, and a key or button code corresponding to that input type; that describes what input device and which button on that device were used to skip this "wait".

If you only need to find out whether WaitX ended with a timeout or a player's input, all you need is to compare it with 0:

if (WaitMouseKey(100) == 0) {
    Display("Time out!");
}

if (WaitMouse(100) != 0) {
    Display("Skipped by a mouse click.");
}

If you need to determine exact details of how the "wait" was skipped, you have to split returned value into InputType, key mod, and a button code using bitwise operations:

int result = WaitMouseKey(100);
InputType type = result & eInputAny;
int keymod = result & eKeyModMask; // extract key mod flags
int keycode = result & eKeyCodeMask; // extract key or button code

For example, this is how you may Wait until player presses either Space key or Left Mouse button:

while (true) {
    int result = WaitMouseKey(-1);
    InputType type = result & eInputAny;
    int keycode = result & eKeyCodeMask;
    if ((type == eInputMouse && keycode == eMouseLeft) ||
        (type == eInputKeyboard && keycode == eKeySpace)) {
        break; // break the waiting loop
    }
}

and this is how the key combinations may be tested (Ctrl + S in this case):

while (true) {
    int result = WaitKey(-1);
    int keycode = result & eKeyCodeMask;
    int keymod = result & eKeyModMask;
    if (keymod == eKeyModCtrl && keycode == eKeyS) {
        break; // break the waiting loop
    }
}

SkipWait

void SkipWait ()

Cancels current Wait function, regardless of its type, if one was active at the moment.

Compatibility: Supported by AGS 3.6.0 and later versions.

See also: WaitKey, WaitMouse, WaitMouseKey, Game.BlockingWaitSkipped


Wait

void Wait (int time)

Pauses the script and lets the game continue for TIME loops. There are normally 40 loops/second (unless you change it with SetGameSpeed), so using a value of 80 will wait 2 seconds. Note that no other scripts can run while the Wait function is in the background.

Example:

cEgo.Walk(120, 140, eBlock, eWalkableAreas);
Wait(80);
cEgo.FaceLocation(1000,100);

will move the character EGO to 120,140, wait until he gets there then wait for 2 seconds (80 game cycles) and then face right.

See also: WaitKey, WaitMouse, WaitMouseKey, Game.BlockingWaitSkipped


WaitInput

int WaitInput(InputType types, int timeout = -1)

Pauses the script and lets the game continue until EITHER:

  • timeout loops have elapsed, or
  • the player presses a key or button on one of the devices listed in types

The types may contain any combined values from the InputType enum.

If timeout is -1, it will Wait forever, until a key is pressed.

Returns the Skip Reason of why it was skipped (see top of this page for more details):

  • 0 - ended by timeout;
  • != 0 - ended by player input;

Example:

WaitInput(eInputKeyboard + eInputMouse, 200);

will pause the script and wait until 5 seconds have passed (if game is 40 frames per second) or the player presses a key or clicks the mouse.

Compatibility: Supported by AGS 3.6.0 and later versions.

See also: Wait, WaitKey, WaitMouse, WaitMouseKey, Game.BlockingWaitSkipped, SkipWait


WaitKey

int WaitKey (int timeout = -1)

Pauses the script and lets the game continue until EITHER:

  • timeout loops have elapsed, or
  • the player presses a key

If timeout is -1, it will Wait forever, until a key is pressed.

Returns the Skip Reason of why it was skipped (see top of this page for more details):

  • 0 - ended by timeout;
  • != 0 - ended by key keycode;

Example:

WaitKey(200);

will pause the script and wait until 5 seconds have passed or the player presses a key.

Compatibility: infinite timeout and complex skip reason are only supported by AGS 3.6.0 and later versions.

See also: Wait, WaitMouse, WaitMouseKey, Game.BlockingWaitSkipped


WaitMouseKey

int WaitMouseKey (int timeout = -1)

Pauses the script and lets the game continue until EITHER:

  • timeout loops have elapsed, or
  • the player presses a key, or
  • the player clicks a mouse button

If timeout is -1, it will Wait forever, until either a key is pressed or the mouse is clicked.

Returns the Skip Reason of why it was skipped (see top of this page for more details):

  • 0 - ended by timeout;
  • != 0 - ended by keycode or mouse click;

Example:

WaitMouseKey(200);

will pause the script and wait until 5 seconds have passed or the player presses a key or clicks the mouse.

Compatibility: infinite timeout and complex skip reason are only supported by AGS 3.6.0 and later versions.

See also: Wait, WaitKey, WaitMouse, Game.BlockingWaitSkipped


WaitMouse

int WaitMouseKey (int timeout = -1)

Pauses the script and lets the game continue until EITHER:

  • timeout loops have elapsed, or
  • the player clicks a mouse button

If timeout is -1, it will Wait forever, until the mouse is clicked.

Returns the Skip Reason of why it was skipped (see top of this page for more details):

  • 0 - if the time elapsed, or
  • != 0 - ended by mouse click;

Example:

WaitMouse(200);

will pause the script and wait until 5 seconds have passed (if game is 40 frames per second) or the player presses clicks the mouse.

Compatibility: Supported by AGS 3.6.0 and later versions.

See also: Wait, WaitKey, WaitMouseKey, Game.BlockingWaitSkipped, SkipWait