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What is a debounce?

So someone told me in order to limit input from events I could create a debounce. Can someone explain what a debounce is and give me an example for it?

2 comments

1

How did yelsew get the correct answer i answered first and mines more elaborated.

0

Dawn, you didn't describe a debounce, you described stopping a function once a condition has been met

4 answers

✓ Accepted answer

What is a debounce?

A debounce is a few lines of code that prevent a certain thing from running too much within a period of time. Normally, these are put in to prevent too many changes from happening at once.

For example:

local debounce = false
local part = game.Workspace.Part

part.Touched:connect(function(hit)
	if not debounce then
		debounce = true
		print("I've been touched!")
		wait(5)
		debounce = false
	end
end

You can change game.Workspace.Part to whatever block you want. And your Touched function doesn't need to be printing something. The normal output would be something like: I've been touched! I've been touched! I've been touched! I've been touched! I've been touched! without any pause in between each print, so it clogs up the console.

But with debounce, it should look something more like this: I've been touched!..... I've been touched! with a 5 second pause in between each print.


otherTeleporter = script.Parent.TeleporterB

function teleport(hit)
	p = game.Players:GetPlayerFromCharacter(hit.Parent)
	if p then
		if p.Character then
			if p.Character.Humanoid.Health < 0 then
				p.Character.Torso.CFrame = otherTeleport.CFrame + Vector3.new(0,3.5,0)
			end
		end
	end
end

script.Parent.Touched:connect(teleport)

A debouncer is commonly used to prevent functions, or snippets of code, from being run too many times at once. For example, with a two-way teleporter, if there was no debounce, you would be stuck in an unescapable teleport loop.

The snippet above is a working teleporter script. But there's one problem: There's no debouncer! It would cause an infinite teleport loop, and the function would be called much too many times.

We need to fix that with a debouncer.


otherTeleporter = script.Parent.TeleporterB
debounce = false -- The debouncer

function teleport(hit)
	if debounce == false then -- Make sure debounce is false
		debounce = true -- Set debounce to true
		p = game.Players:GetPlayerFromCharacter(hit.Parent)
		if p then
			if p.Character then
				if p.Character.Humanoid.Health < 0 then
					p.Character.Torso.CFrame = otherTeleport.CFrame + Vector3.new(0,3.5,0)
				end
			end
		end
		wait(2) -- Give player time to step off teleporter
		debounce = false -- Allow the teleporter to teleport another player
	end
end

script.Parent.Touched:connect(teleport)

That's how you use debouncers. Yay! We now have a working teleporter, that will teleport players (and NPC's) anywhere TeleporterB is located. Now all we need to do is make Teleporter B teleport back, but remember the debouncer.

A debounce is a stopper essentially after a certain constraint met. Its usually used by a local value outside the function changed inside the function to stop a loop example

local reached = false
num = 0
want = 20
while true do
wait(1)
If num ~= want then
num = num +1
end
If num == want then
reached = true break
end
end

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