Game Development Reference
In-Depth Information
How it works...
Once triggered, Timer works by checking the time that has passed since it was started
( time ). It then checks each of the events in the timerEvents map to see whether their
execution time is anywhere between the current time and the last time ( lastTime ). The
maxTime option is used by the Timer to know when it has executed the last of its events
and can switch itself off. If the Timer was only meant to be used once, the events can
simply be removed from the timerEvent map. This way it can be reused.
The PlayEffect instance has a fairly simple functionality to turn it on and off. Since
ParticleEmitters can be used in two ways, fire all their particles at once, or emit a
continuous stream of particles, it needs to know which way to fire it.
In the example application, we create ScriptAppState since it's needed to update the
Timer with the passed time. We don't need to add the PlayEffect instances since they
don't use the update method.
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