Basically, the objects go from their starting point to their ending point in a certain amount of beats, at a certain tempo (beats per minute). The program must also keep the fps in mind. That's the part that I think is challenging. Anyways, here's my markup so far. This is in the objects Step event. global.playStart is active for one frame to get the base speed, and global.play is on until it reaches the end point.
The "dot" is what location the user is on. Pretty much ignore those, that's not what I need help with. The points to move to are user defined and stored in the (array coord[global.dot,1] (x) , array coord[global.dot,2] (y)).
if (global.playStart) {
distance=point_distance(x,y,coord[global.dot+1,1],coord[global.dot+1,2]);
moveTime=global.beatsTo[global.dot+1]/(global.tempo/60);
}
if (global.play) {
moveSpeed=distance/(fps*moveTime);
move_towards_point(coord[global.dot+1,1],coord[global.dot+1,2],moveSpeed);
}The only problem is... the equation isn't right. I was fairly confident this would work, but it's very wrong. xD I would really appreciate help with this. If you're confused about anything (I'm really bad at explaining things, sorry), please ask. I will gladly clarify.



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