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SPRITE STRUCTURE CONTROLLED BY A KEYHi everybody. I´m new at QC and I´m looking for a way to enable 6 sprites and macros with a key but in an secuencial way. How can I create a "next" and "previows" key to enable them? I attach an example. Thanks a lot for your time. Diana.
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use a counter patch
There's a patch called "Demultiplexer". By using the Settings panel, once you've created an instance of it, you can change the type to "Boolean", and enable the "Reset Value". Make the Input value True, and the Reset value False.
Then, by using the Counter as franz suggests, you can connect the output result of the Counter to the Destination Index of the Demultiplexer, and the Destinations to the objects you wish to trigger on and off. When the Destination Index # is active, it will give a True value, with all other outputs False.
Thanks both!! I´ve it :)
Thanks for posting your solution. It's accelerating my ascent up the qc learning curve.
Also if you want you can connect the enable disable sprite signal (from the demultiplexer) to a Smooth patch and then to the alpha in the RGB patch which is connected to the sprites you are switching
this will instantly enable the sprite with 0 alpha then fade it in, and when you switch it off it will fade out and disable itself when it reaches 0 alpha
Just if you want to avoid this flash which looks like a workaround :D
You can also avoid the counter if you need the sprites to enable using the number keys (for example keys 1,2,3)
by using the freeboard patch which publishes the key value (so 1 for key 1 , 2 for key 2 etc different than the keyboard patch which signals 1 or 0(which can also be multiplied by the key value)) and using it with a math expression patch with max(key1,key2,key3) and a sample and hold patch behind it, plugged in to the demultiplexer
sorry if this is a messy answer lol