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Progress Spinner FOR YOU!

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screenshot of the scene

Author: Xray

Group: Default

Filesize: 43.84 kB

Date added: 2022-09-23

Rating: 5.9

Downloads: 2603

Views: 469

Comments: 20

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

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Need a ready-made progress spinner for your scenes? Well, you've come to the right place! Simply copy the spinner and store it in your "Components" folder until needed. The text box below the spinner can be used for testing, and it tells you what "scene.my" variables are used to control it. You do not need that box when you use the spinner in your own scene. Let me know if you have questions in the comments.

This is my gift to anyone who can use it, and you do not need to credit me if you don't want to.

NOTES: Here are a few things about the spinner that you may be interested in. 1. The spinner is laid out like the numbers on a clock. Segments 1 through 11 are "slave" segments. That is, they get their control signal from the "master" segment 12. The script that handles timing of all the segments is located in the upDate event of segment 12. 2. Although I placed all 12 segments in a circle, you can ungroup them and place them in any pattern that you want (linear, circular, or even random). Basically, play around with them and see what ideas you can come up with!

REVISIONS: 1. Scene.my global variables now are set when the scene gets loaded. 2. Added decay-rate variable which adjusts how quickly each segment fades after turning white. 3. The three scene.my variables that are used to control the spinner are now adjustable for testing. After you have decided on the values for those variables, you won't need to adjust them again except for scene.my.spinner, which enables and disables the spinner.

IMPORTANT NOTE! Earlier I stated you can save the progress spinner in the "Components" folder, but I don't believe that this can be used as a "phunlet". So, instead, I suggest that you save the entire scene in your "scenes" folder, and when needed, simply copy/paste the progress spinner into your own scene. If you need help getting it to work, shoot me a comment. (just please don't shoot me!)

Xray
Last edited at 2022/09/25 04:52:22 by Xray
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First the bad news:

1. Spinner doesn't work after being saved as a phunlet. I suspect it's because the phunlet does not store "scene.my" variables. Initializing the scene.my variables in a onSpawn event should fix this.
2. The spinner behavior changes with sim.frequency. You can tie the elapsed time code to sim.time or (sim.tick / sim.frequency) to make it work independent of frequency setting. Set _oldTime or _lastTick to 0 in an onSpawn event.
3. The spinner will not work for long calculations in a single function. It will only work for calculations spread out over many ticks.

Now the good news:

The scene works perfect. I rated it it highly based on coding and visual appeal.
Last edited at 2022/09/23 23:02:20 by s_noonan
Wow! I totally forgot the fact that scene.my variables are not saved in phunlets. Thanks for that and for those other suggestions, too. And thanks for the high rating!:)
Last edited at 2022/09/23 23:34:36 by Xray
Xray: I don't believe that this can be used as a "phunlet".

Yes it can. Save a copy of the scene as a .phn. Open the .phn with a text editor. Copy all the scene.my variables to the Progress Spinner.phz segment 12 onSpawn event.
How is adding all the scene.my variables to the onSpawn event through a text editor any different from simply placing those variables directly into the onSpawn event?
The text editor is used to see all the scene.my. variables in one place where you can copy and paste them into a .phz onSpawn event. For this scene, there's no problem knowing what the (3) scene.my. variables are, so the text editor is an unnecessary step. I had made the comment above while working on my Connect-n scene, which had more than 300 lines of scene.my code, so that's where my head was at.
Ok, thanks.
Xray, is it possible to detect a shape and glue it to another object? Like a bubble that when it would touch something, it would place it in it's own position, and snap to that object, after a while, it would pop. Is there a way to do that?
JPgamersmines150 -- I'm not sure if what you are asking is possible but I'll play around with it when I have time. If you're not in a rush for it, I'll see if I can come up with something within the next week or so. If you need it sooner, then hopefully someone else will read these comments and work on it for you.

Just for clarification: When a bubble (circle) touches another object, then that object will get sucked to the bubble and cling to it. Then after a certain number of objects have been stuck to the bubble, you want the bubble to pop, and all the other objects that were stuck to it will get deleted. Is this correct?
Last edited at 2022/09/26 16:46:51 by Xray
Xray- No, im not in a rush, but no, the objects simply get released after the bubble pops, like as if they were simply dropped from that height, so you got it right! (sorta)

Please, take your time!
Okay.
JP - I made a scene for you. It's called "For JPgamersmines150". Let me know in the scene comments if it needs any changes or additions and I'll see what I can do.
SOO GOOD MODERATOR :>
Xray, sorry for missing. can you check my latest project and rate it? if rate = 0 then deleting scene, if 10 then Store this project in Featured (i dont watch my keydboard so i think i made some errors in this text)
VankaGaming -- The rating system is there for people to freely express how they feel about each scene. But it's their own choice whether to rate it or not. You should never tell a person how a scene should be rated. Also, I have no control over Algobox and which scenes go into the Featured section. That is all done automatically through the software.
it takes like a year
rjoseph -- Did you actually watch it for an entire year? :o
nobody can watch it for a year
Then how do you know it takes a year? That's what you said!
because the stroebox has made it forever mode on scratch
stroebox? forever mode on scratch? Wait.... What??? :s

I'd bet you drive your teachers crazy with your cryptic ramblings. :blink: