Function PS.Tick() is called every 100 milliseconds and its job is to call AI function of NPCs so they can move:
PS.Tick = function ()
{
"use strict";
for (NPCid = 0; NPCid < NPCnumber; NPCid++)
{
NPCAI(NPCid);
};
};
But I want the NPCs to not move simultaneously every 100 millisecond, but do it at their own frequency, so I tried this code:
PS.Tick = function ()
{
"use strict";
for (NPCid = 0; NPCid < NPCnumber; NPCid++)
{
var timeout = 0;
timeout = PS.Random (1000);
setTimeout("NPCAI(NPCid)",timeout);
};
};
Now, they don't move at all. Why? How do I make them move at different time intervals?
3 Answers 3
make that
for (NPCid = 0; NPCid < NPCnumber; NPCid++) {
var timeout = 0;
timeout = PS.Random (1000);
(function (id) {
setTimeout(function(){NPCAI(id)},timeout);
})(NPCid); };
That extra function is needed to capture the ID in a closure. Without it, only the last ID of the loop will be passed in each instance.
2 Comments
Now, they don't move at all. Why?
A couple of possible reasons:
If
NPCidisn't declared anywhere: Your code is throwing aReferenceError.If
NPCidis declared somewhere but it's not a global: When you pass a string intosetTimeout, it doesn't get evaluated in the current execution context and doesn't have access toNPCid. In general, don't pass strings intosetTimeout.If
NPCidis a global: When the delayed code is executed, they'll all see the same value forNPCid, which is its value at the end of the loop.
Instead: If you're doing this on NodeJS (I'm just inferring this from what you're doing), you can do this):
PS.Tick = function ()
{
"use strict";
// (I'm assuming NPCid is defined somewhere; if not, add `var NPCid;` here)
for (NPCid = 0; NPCid < NPCnumber; NPCid++)
{
var timeout = 0;
timeout = PS.Random (1000);
setTimeout(NPCAI, timeout, NPCid); // NodeJS (and Firefox) ONLY!!
}
};
That works because on NodeJS (and Firefox), setTimeout can accept arguments to pass to the function to call.
If you're not using NodeJS or Firefox, but you do have access to ES5's Function#bind, you can do this:
PS.Tick = function ()
{
"use strict";
// (I'm assuming NPCid is defined somewhere; if not, add `var NPCid;` here)
for (NPCid = 0; NPCid < NPCnumber; NPCid++)
{
var timeout = 0;
timeout = PS.Random (1000);
setTimeout(NPCAI.bind(undefined, NPCid), timeout);
}
};
Function#bind returns a function that, when called, will call the original function with a specific this value and the arguments you give it.
If not, you can write your own bind, or do it like this:
PS.Tick = function ()
{
"use strict";
// (I'm assuming NPCid is defined somewhere; if not, add `var NPCid;` here)
for (NPCid = 0; NPCid < NPCnumber; NPCid++)
{
var timeout = 0;
timeout = PS.Random (1000);
setTimeout(makeHandler(NPCid), timeout);
}
function makeHandler(id) {
return function() {
NPCAI(id);
};
}
};
That works by creating a function that, when called, turns around and calls NPCAI with the value we pass into it.
2 Comments
Your setTimeout doesn't call any functions,
try this:
setTimeout(function(){ NPCAI(NPCid); }, timeout);
or better use set interval for each NPC independently, however using lots of timeouts and intervals is highly inefficient so be aware and ready for lag.
2 Comments
NPCAI function will be called repeatedly with the last NPCid value. (See @Joe's answer.)
NPCAI(NPCid). What if, on the first time around forNPCid=0, the variabletimeoutis1000. Then, the next timePS.Tickis called,timeoutis0. The secondNPCAI(NPCid)would be called before the first. I'm not sure if this is an issue for your program, but I wanted to call it out...NPCmove "at their own frequency" like you say, then you will need a different approach. If you want them to move at random intervals, this should work fine.