A click while a door is still opening gets lost or runs twice
Objects that play an animation, like doors, chests and levers, either ignore clicks in the middle or pile them up into a mess. This entry shows a small rule for what should happen with the click, and when an old click must be thrown away.
Why this works
A click that comes while something is busy is a wish, and wishes go stale quickly. Keeping only the newest wish, and letting it fade, answers what the player meant without replaying a pile of old clicks after they have moved on.
When not to use it
Skip it when every click must count, such as a counter or a vote, or when the animation is so short that a click can simply be ignored. Count each click in a separate tally, or just make the animation faster.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "A click while a door is still opening gets lost or runs twice" (read_entry clicks-during-animation-single-slot-queue) 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