Work out the charge level of a held shot, even if the release is late
Hold to charge, let go to fire: simple, until the player starts holding while the weapon is still recovering, or releases on the exact frame a level is reached. This entry fixes where charging begins and which level counts at the edges.
Why this works
What the player sees must equal what the game counts. A bar that fills on screen is a promise, so the shot has to honour it at the very moment it fills, and the clock should start only when the weapon can really use the charge.
When not to use it
Skip it when the weapon should feel instant, such as a rapid-fire gun, or when holding a button is hard for your players. Use a tap for the normal shot and a second button for the strong one instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Work out the charge level of a held shot, even if the release is late" (read_entry charge-shot-level-from-held-time) 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