![]() Self.Paused = false end function GameObject:isPaused ( ) return self. Self:addEventListener (Event.ENTER_FRAME, self.onEnterFrame, self ) end Self.Paused = true end function GameObject:resume ( ) if (self.Paused = true ) then + 0.5) if pix:getRotation() > 90 then timer:pause() end end timer:addEventListener(Event. Self:removeEventListener (Event.ENTER_FRAME, self.onEnterFrame, self ) end Please declare name in appropriate game object." ) end - Pause control - function GameObject:pause ( ) if (self.Paused = false and self.onEnterFrame ~ = nil ) then Other game development systems such as Corona and Gideros will still be. TraceAndThrow ( "Undefind class type name. Added new stop / pause methods to Sound class, only usable with reusable. Self.Timers:increment ( ) end - Stubs - function GameObject:getTypeName ( ) ![]() Self:addEventListener (Event.ENTER_FRAME, self.onTimer, self ) end - Events - function GameObject:onTimer ( ) My W.I.P game, artist needed HTTPS on Localhost with XAMPP. Emulate mobile device in Google Chrome 1. SpeakDict - Now can speak anything SpeakDict - new update SpeakDict - My one night product. GameObject = Core.class (Sprite ) function GameObject:init ( ) Make UIAlertView pause your app until OK clicked. Self:enumerate (FrameTimer.start ) end function TimersController:resetAll ( ) Self:enumerate (FrameTimer.start ) end function TimersController:stopAll ( ) Self:enumerate (FrameTimer.resume ) end function TimersController:startAll ( ) Self:enumerate (FrameTimer.pause ) end function TimersController:resumeAll ( ) Self.Timers :setDelay (self:convertToFpsTicks (value ) ) end end function TimersController:pauseAll ( ) Self.Timers :reset ( ) end end function TimersController:setDelay (name, value ) if (self:hasTimer (name ) = true ) then Self.Timers :stop ( ) end end function TimersController:reset (name ) if (self:hasTimer (name ) = true ) then Self.Timers :start ( ) end end function TimersController:stop (name ) if (self:hasTimer (name ) = true ) then ![]() Self.Timers :resume ( ) end end function TimersController:start (name ) if (self:hasTimer (name ) = true ) then Self.Timers :pause ( ) end end function TimersController:resume (name ) if (self:hasTimer (name ) = true ) then Self:enumerate (FrameTimer.increment ) end function TimersController:pause (name ) if (self:hasTimer (name ) = true ) then Self.Timers = FrameTimer.new (callback, object, self:convertToFpsTicks (delay ), repeatCount ) end function TimersController:hasTimer (name ) return self.Timers ~ = nil end function TimersController:enumerate (functor ) for key, value in pairs (self.Timers ) doįunctor (value ) end end function TimersController:increment ( ) Self.Timers = end function TimersController:convertToFpsTicks (delay ) return delay / 1000 * application:getFps ( ) end function TimersController:addTimer (name, callback, object, delay, repeatCount ) TimersController = Core.class ( ) function TimersController:init ( ) Self:stop ( ) end end end - Timers group controller. Self.HitCounter = self.HitCounter + 1 if (self.HitCounter ~ = nil and self.HitCounter = self.RepeatCount ) then Self.Counter = self.Counter + 1 if ( (self.Counter % self.Delay ) = 0 ) then It comes with a WYSIWYG editor and somewhat uniquely, enables you to use Flash to create your user interface. In terms of other Lua game engines, Dreemchest is probably most similar to Corona in scope. Underneath Dreemchest is powered by a C++ core. As I mentioned earlier, Dreemchest is scripted using Lua. Self.Stopped = true end function FrameTimer:setDelay (value )Įnd function FrameTimer:increment ( ) if ( (self.Paused = true ) or (self.Stopped = true ) ) then return end The game engine in question is Dreemchest. Self.Paused = false end function FrameTimer:reset ( ) Self.Paused = true end function FrameTimer:resume ( ) Self.Counter = 0 end function FrameTimer:pause ( ) Self.Stopped = false end function FrameTimer:stop ( ) Self:reset ( ) end function FrameTimer:start ( ) Self.RepeatCount = repeatCount ~ = nil and repeatCount or 0 Timer.FrameTimer = Core.class ( ) function FrameTimer:init (callback, object, delay, repeatCount ) TIMER, onTimer, timer ) timer : start () Methods new ( 24, 360 ) - local timer = Timer.new(24) - to run indefinitely timer : addEventListener ( Event. new ( 0xff0000, 1, 64, 64 ) mypixel : setPosition ( 64, 64 ) stage : addChild ( mypixel ) function onTimer ( event ) - add 1 degree each time the function is called mypixel : setRotation ( mypixel : getRotation () + 1 ) end - create our timer and add an event listener - 24 = delay in milliseconds - (optional) 360 = number of repetitions (here the result is 360 degrees) local timer = Timer. let's define a pixel and add it to the stage local mypixel = Pixel.
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