- This article is about the block. For more information on the value this block holds, see Timer (value).
The Timer block is a sensing block that reports the amount of time since the project was loaded or the timer was last reset. This block is almost always used with the Reset Timer block — usually the timer must be reset at the beginning of a project for the Timer block to hold the right value.
This block can be displayed as a Stage monitor, though it will only display intervals of 0.1. This value can be made more precise by making a script that constantly sets a variable to the timer.
- Tracking time duration in One Sprite One Script Projects instead of using the Wait () Seconds block — in One Sprite One Script projects, in order to keep it Single Frame (scroll to see the whole script)
when gf clicked set [PersonX v] to (pick random (-240) to (240)) set [PersonY v] to (pick random (-180) to (180)) hide forever switch costume to (Mouse pointer v) go to x: (mouse x) y: (mouse y) stamp switch costume to (Hiding person v) go to x: (PersonX) y: (PersonY) if <<touching (mouse pointer v)?> and <mouse down?>> then show say [You found me!] for (2) seconds stop [this script v] else if <(timer) > (5)> then reset timer set [PersonX v] to (pick random (-240) to (240)) set [PersonY v] to (pick random (-180) to (180)) end end
- Showing how long a Scratcher is taking in a project (a variable can also be used for this, but it is not as accurate)
when I receive [Start the homework quiz! v]//the variable timer is showing reset timer say [Don't forget to look at the timer to see how much time you've taken up!]
- Checking if an amount of time is acceptable for advancing to another stage of the project
when I receive [new level v] reset timer when I receive [level completion v] if <(timer) < (30)> then say [You beat the level! Let's move onto the next one.] for (3) seconds broadcast (new level v) else say [You didn't finish in 30 seconds. Maybe next time.] for (3) seconds stop [all v] end
- Reacting to the length a button is held down by changing a variable faster:
when this sprite clicked //when the button is clicked reset timer change [points v] by (1) //first incrementation wait until <(timer) > (.4)> repeat until <<not <mouse down>> or <not <touching (mouse-pointer v)?>>> //since the button has been held long change [points v] by (1) //add points faster wait (.1) seconds //wait a small amount of time
Multiple timers can be simulated with variables which record the time at the beginning of the session.
when gf clicked reset timer wait (1) seconds set [timerA v] to (timer) wait (2) seconds say (join [The old timer is:] (timer)) for (1) seconds say (join [The new timer is:] ((timer) - (timerA))) for (1) seconds
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