Stop enemies from jumping ahead when you return to the game tab
Switch to another tab for a minute and the game may race through everything it missed, or move every enemy across the screen in one frame. This entry gives a clock that measures the time between frames, limits one frame's time and can be paused cleanly.
Why this works
A game should live in its own time, not the wall clock. Time is counted only while the game is really running, and one frame may never cover more than a sensible slice. A long absence then becomes a pause rather than a leap.
When not to use it
Skip it for a game that is meant to progress while you are away, such as a garden that grows overnight or a timer for a real appointment. Keep the real clock there, and work out the catch-up on purpose.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Stop enemies from jumping ahead when you return to the game tab" (read_entry action-game-clock-tab-hidden) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP