Debounce: Difference between revisions
>NXTBoy |
m Text replacement - "</SyntaxHighlight>" to "</syntaxhighlight>" |
||
(12 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
A ''' | A '''debounce''' system is a set of code that keeps a function from running too many times. It comes from the idea of mechanical switch bounce, where a switch bounces when pushed, creating multiple signals. In the context of ROBLOX, this problem occurs mainly with the [[Touched]] event, when a part touches another multiple times in a short space of time, but may be useful in other cases as well. | ||
==Theory== | ==Theory== | ||
Let's say you have a button on the floor. When you jump on the button, it prints a message to the output. Your code would look like this: | Let's say you have a button on the floor. When you jump on the button, it prints a message to the output. Your code would look like this: | ||
< | <syntaxhighlight lang="lua"> | ||
Workspace.Button.Touched:connect(function(hit) | |||
print("Button pressed") --Print the message | print("Button pressed") --Print the message | ||
wait(1) --Wait for 1 second | wait(1) --Wait for 1 second | ||
print("Hi :D") --Print another message | print("Hi :D") --Print another message | ||
end) | end) | ||
</ | </syntaxhighlight> | ||
This will put this message in the output: | This will put this message in the output: | ||
< | <syntaxhighlight lang="lua"> | ||
Button pressed | Button pressed | ||
Hi :D | Hi :D | ||
</ | </syntaxhighlight> | ||
The problem is that the physics engine | The problem is that because of the way the physics engine handles the collision, it will not register just one collision, but may cause several Touched events to fire, so your output will look more like this: | ||
< | <code> | ||
Button pressed | Button pressed | ||
Button pressed | Button pressed | ||
Line 28: | Line 28: | ||
Hi :D | Hi :D | ||
Hi :D | Hi :D | ||
</ | </syntaxhighlight> | ||
Rather than executing sequentially, all the event handlers execute at the same time. | Rather than executing sequentially, all the event handlers execute at the same time. | ||
Here is a possible scenario you may encounter: | |||
If you're using a button to [[How to Make a Model Regenerate|regenerate a model]] then it will make 5 of whatever you are regenerating. This is an issue because ''all 5 will be in the same spot'' causing all kinds of problems. This can problem can easily be avoided by using a simple debounce system in your code. Of course, you could use a [[ClickDetector]] for your button, which would correct the problem, but you can't always use ClickDetectors, so sometimes, a debounce would be useful. | |||
This is how a basic debounce system works: | |||
When an action happens, such as someone pressing your floor button, the script '''locks''' any new function calls until a time passes or the action is complete. | |||
==Use Case== | ==Use Case== | ||
It's fairly simple to convert an existing script to using debounce. | It's fairly simple to convert an existing script to using debounce. Let's use the same script we had above, and add a couple of lines. In this case we will put in a time limit to wait for until the function can be run again. | ||
< | <syntaxhighlight lang="lua"> | ||
local buttonPressed = false | local buttonPressed = false | ||
--Store whether the button is pressed in a local variable | --Store whether the button is pressed in a local variable | ||
Workspace.Button.Touched:connect(function(hit) | |||
if not buttonPressed then | if not buttonPressed then | ||
-- Is it not pressed? | -- Is it not pressed? | ||
Line 58: | Line 62: | ||
end | end | ||
end) | end) | ||
</ | </syntaxhighlight> | ||
This will cause your output to look like this: | This will cause your output to look like this: | ||
< | <code> | ||
Button pressed | Button pressed | ||
Hi :D | Hi :D | ||
</ | </syntaxhighlight> | ||
That's more like it! You can use this same concept, by adding the same 4 lines to different scripts, in most any script involving functions. It doesn't even have to just be touched objects, it can be used to keep people from pressing a button more than once, firing a weapon more often than you want, or preventing a new event from happening before the old one is done. Take a look at the next example. | That's more like it! You can use this same concept, by adding the same 4 lines to different scripts, in most any script involving functions. It doesn't even have to just be touched objects, it can be used to keep people from pressing a button more than once, firing a weapon more often than you want, or preventing a new event from happening before the old one is done. Take a look at the next example. | ||
Line 72: | Line 76: | ||
Here's the Local Gui script of the Rocket Launcher tool: | Here's the Local Gui script of the Rocket Launcher tool: | ||
< | <syntaxhighlight lang="lua"> | ||
enabled = true | enabled = true | ||
function onButton1Down(mouse) | function onButton1Down(mouse) | ||
Line 87: | Line 91: | ||
end | end | ||
</ | </syntaxhighlight> | ||
When you fire a rocket, the script shows the reload icon. Then the function waits for 12 seconds. During this time, enabled is false, so if the player tries to fire another rocket, the script won't run because the function will just return right away. After the 12 seconds are up, the reload cursor goes away and enabled becomes true again, allowing the user to fire another rocket. | When you fire a rocket, the script shows the reload icon. Then the function waits for 12 seconds. During this time, enabled is false, so if the player tries to fire another rocket, the script won't run because the function will just return right away. After the 12 seconds are up, the reload cursor goes away and enabled becomes true again, allowing the user to fire another rocket. | ||
Line 95: | Line 99: | ||
After a while, it might get tedious defining a separate debounce variable for each event handler. Instead, you can write a debounce function, that returns a debounced copy of its first argument. | After a while, it might get tedious defining a separate debounce variable for each event handler. Instead, you can write a debounce function, that returns a debounced copy of its first argument. | ||
< | <syntaxhighlight lang="lua"> | ||
function debounce(func) | function debounce(func) | ||
local isRunning = false -- Create a local debounce variable | local isRunning = false -- Create a local debounce variable | ||
Line 108: | Line 112: | ||
end | end | ||
end | end | ||
</ | </syntaxhighlight> | ||
Applying this to the original code: | Applying this to the original code: | ||
< | <syntaxhighlight lang="lua"> | ||
Workspace.Button.Touched:connect(debounce(function(hit) | |||
print("Button pressed") --Print the message | print("Button pressed") --Print the message | ||
wait(1) --Wait for 1 second | wait(1) --Wait for 1 second | ||
print("Hi :D") --Print another message | print("Hi :D") --Print another message | ||
end)) | end)) | ||
</ | </syntaxhighlight> | ||
[[Category:Scripting Tutorials]] | [[Category:Scripting Tutorials]] |
Latest revision as of 06:05, 27 April 2023
A debounce system is a set of code that keeps a function from running too many times. It comes from the idea of mechanical switch bounce, where a switch bounces when pushed, creating multiple signals. In the context of ROBLOX, this problem occurs mainly with the Touched event, when a part touches another multiple times in a short space of time, but may be useful in other cases as well.
Theory
Let's say you have a button on the floor. When you jump on the button, it prints a message to the output. Your code would look like this:
Workspace.Button.Touched:connect(function(hit)
print("Button pressed") --Print the message
wait(1) --Wait for 1 second
print("Hi :D") --Print another message
end)
This will put this message in the output:
Button pressed
Hi :D
The problem is that because of the way the physics engine handles the collision, it will not register just one collision, but may cause several Touched events to fire, so your output will look more like this:
Button pressed
Button pressed
Button pressed
Button pressed
Button pressed
Hi :D
Hi :D
Hi :D
Hi :D
Hi :D
</syntaxhighlight>
Rather than executing sequentially, all the event handlers execute at the same time.
Here is a possible scenario you may encounter:
If you're using a button to regenerate a model then it will make 5 of whatever you are regenerating. This is an issue because all 5 will be in the same spot causing all kinds of problems. This can problem can easily be avoided by using a simple debounce system in your code. Of course, you could use a ClickDetector for your button, which would correct the problem, but you can't always use ClickDetectors, so sometimes, a debounce would be useful.
This is how a basic debounce system works:
When an action happens, such as someone pressing your floor button, the script locks any new function calls until a time passes or the action is complete.
Use Case
It's fairly simple to convert an existing script to using debounce. Let's use the same script we had above, and add a couple of lines. In this case we will put in a time limit to wait for until the function can be run again.
local buttonPressed = false
--Store whether the button is pressed in a local variable
Workspace.Button.Touched:connect(function(hit)
if not buttonPressed then
-- Is it not pressed?
buttonPressed = true
-- Mark it as pressed, so that other handlers don't execute
print("Button pressed")
wait(1)
print("Hi :D")
-- Do Stuff
buttonPressed = false
-- Mark it as not pressed, so other handlers can execute again
end
end)
This will cause your output to look like this:
Button pressed
Hi :D
</syntaxhighlight>
That's more like it! You can use this same concept, by adding the same 4 lines to different scripts, in most any script involving functions. It doesn't even have to just be touched objects, it can be used to keep people from pressing a button more than once, firing a weapon more often than you want, or preventing a new event from happening before the old one is done. Take a look at the next example.
Real World
Here's the Local Gui script of the Rocket Launcher tool:
enabled = true
function onButton1Down(mouse)
if not enabled then
return
end
enabled = false
mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
wait(12)
mouse.Icon = "rbxasset://textures\\GunCursor.png"
enabled = true
end
When you fire a rocket, the script shows the reload icon. Then the function waits for 12 seconds. During this time, enabled is false, so if the player tries to fire another rocket, the script won't run because the function will just return right away. After the 12 seconds are up, the reload cursor goes away and enabled becomes true again, allowing the user to fire another rocket.
Advanced notation
After a while, it might get tedious defining a separate debounce variable for each event handler. Instead, you can write a debounce function, that returns a debounced copy of its first argument.
function debounce(func)
local isRunning = false -- Create a local debounce variable
return function(...) -- Return a new function
if not isRunning then
isRunning = true
func(...) -- Call it with the original arguments
isRunning = false
end
end
end
Applying this to the original code:
Workspace.Button.Touched:connect(debounce(function(hit)
print("Button pressed") --Print the message
wait(1) --Wait for 1 second
print("Hi :D") --Print another message
end))