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Speed of Loops

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6 replies [Last post]
Hans Batra

If I have a forever statement with "turn 1 degree" inside, the sprite turns fairly slowly.  Is the speed at which the sprite spins  machine/microprocessor dependent?


If I want a sprite to rotate 360 degrees (smoothly) in 4 seconds, what is the best way to achieve the desired timing?


Thanks, Hans


Zachary Ray

Depending on exactly how smoothly you need it to turn and how much scripting/programing you want to do, you could fake it by using multiple rapid costume changes.

Daniel Green

Hans, is this something you need to be synched with, say, other rotating gear sprites such that you need exactly 4 seconds independent of CPU, etc?  In the way that there's a [glide(4) secs to x:(0) y:(0)] motion block are you needing something along the lines of [rotate(4) secs through:(360) degrees]?  

Best regards, -- DanG

Josh Weiss

In my experience it is machine dependent and also much slower in the Java implementation. I created a routine to test the speed and decided how far to move in each cycle based on that. You could do the same thing to determine how many degrees to move each time through the loop. The project is at

Karen Brennan

Like Rick, I found that it takes 9.1 seconds to rotate 360 degrees, by turning 1 degree 360 times.


> If I want a sprite to rotate 360 degrees (smoothly) in 4 seconds, what is the best way to achieve the desired timing?

I used a timer to calculate the desired angle as a function of time. If I turn 2.25 degrees 160 times, it takes 4 seconds.

Karen Brennan

I should have attached the code I used to experiment with the timing...

Rick Ashby

On my computer, it takes about 9 seconds to tun a full circle at 1 degree/ loop.  Turning 2 degrees per loop makes a circle in 4.5 seconds.