Wait () Secs (block)
- "Wait" redirects here. For the other Control block with "wait" in its name, see Wait Until () (block).
|Wait () Secs|
This block creates a pause whenever needed — as there are many situations where this is need, the block is used in many projects. Some common uses:
forever wait (60) secs next costume
- Animation delays
repeat (10) wait (0.05) secs next costume
- Virtual simulations
wait (300) secs broadcast [Morning v]
when gf clicked set [var v] to  wait (0) secs change [var v] by (1)
- In the Flash Player, allowing the page to refresh so sprites can sense objects made by the pen.
stamp go to x: (-50) y: (0) wait (0) secs repeat until <touching color [#000000]?> change x by (1) wait (0) secs end
- Main article: List of Block Workarounds
This block can be replicated using any of the following scripts:
Using the Timer
reset timer wait until <not <(timer) < (value)>>
However, if the project resets the timer for other purposes, a different workaround should be used.
set [variable v] to (timer) wait until <not <((timer) - (variable)) < (wait duration)>>
The workaround uses the timer as a base instead of a player-made clock because the timer is more accurate; player-made clocks lag from the time it takes to change the clock variable.
glide (wait duration) secs to x: (x position) y: (y position)
This workaround will muddle whatever movement the sprite is performing at the time, so it is best to keep the workaround to immobile sprites.
Using Say () for () Secs or Think () for () Secs
say [ ] for (wait duration) secs
think [ ] for (wait duration) secs
These two workarounds will ruin any thoughts or sayings that the sprite has at the time, so they should only be used on sprites that do not think or talk.
Using Rest for () Beats
rest for <((tempo) / (60)) * (wait duration)> beats
Using Play Sound () Until Done
|Note:||This is assuming that the sound is exactly the wanted length.|
play sound [silent sound v] until done