I recently switched over to using Sprite Fonts from Text objects and am working on transitioning the events to reflect this. The following events worked perfectly fine when using Text objects but when I switched over to Sprite Fonts it seems that the len(SpriteFontSource.Floodedshrinestatue1) never equals len(Spritefontdisplay.text).
It works up until event 2033 and I can't figure out why the issue is occurring.
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Just a thing, I'm almost sure least time the game can "wait" is 0.01 (0.016 to be more exact, which is 1 a frame delay at 60fps). Just not sure if the game considers "0.00001" as being 0 or 0.01
I did not know that. Thanks!
I also solved the issue by replacing the len events with Spritefontdisplay comparing its own text value. I am still not sure what caused the initial issue though.