More than asking about solving a problem, I wanted to leave on the table a question that appears together with an idea that I had a long time ago.
In my game I have thought about integrating a system that allows you to touch keys to the rhythm of the music, that is, to integrate the dynamics of a rhythm game, especially thinking about Android devices.
The logic of the rhythm game is almost fully developed, except for a fairly specific issue that involves the screens. We all know that the basis of a rhythm game is the precision of reaction, both by the player and by the game itself, and that is exactly what I wanted to get to.
I have noticed that, basically, textbuttons, imagebuttons and buttons consider 3 important events: the idle event, the hover event and the activate event (this last one, of high importance for what I want to do).
Remember that above I said that precision is the basis of a rhythm game? I noticed that in the "idle-hover-activate" sequence of events it takes a fraction of the time to execute the button action.
The sequence would be something like this:
Code: Select all
[Touch button]
|
|---> idle event (by default)
Delay: X ms |---> hover event
|---> activate event (hit note)
|
[Release finger]
Is there a way to ignore "idle-hover" events and only consider the "activate" event to avoid the delay, in Ren'Py buttons?
That would be the only thing that makes it difficult for me to implement a rhythm action minigame. I appreciate the time you took to read this =D