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At this column you can learn to create your own egg-O-shOOter. |
<<< Time events >>> |
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You already know hit- and range- events, still missing are time events. The time steering is done by the variables ObjectSecMin/Max. As soon as an object is activated, a value between ObjectSecMin and ObjectSecMax is diced and the time starts ticking. If the diced time has passed by, the time event is triggered. Therewith we can command a shift in direction whenever e.g. 2 1/2 seconds have passed by. Therefor we need two flys being alternately activated. Note the variables ObjectX/YMin/Max of fly number 1 at this example. At the beginning of the game the fly should sit at the top of the cooker, why ObjectXMin/Max and ObjectYMin/Max are set accordingly. After 2.5 seconds fly number 2 is activated assuming the coordinates of fly number 1 (ObjectKoordPre=1). After further 2.5 seconds have passed, fly number 1 shall appear at the coordinates of fly number 2. To avoid the new initialization of ObjectXMin/Max and ObjectYMin/Max, the equal has to be replaced by the underscore '_' (as mentioned before). #1# ObjectNumber=1 #1#Fliege Nr.1 / Fly No. 1 ObjectFront=1 ObjectStartActive=1 ObjectTexture=11/70,12/30 ObjectF=T2 ObjectD=-1 ObjectSecMin=2.5 ObjectSecMax=2.5 ObjectConnect=-1 ObjectKoordPre=a2 ObjectHitDirection=1 ObjectXMin_-100 ObjectXMax_-100 ObjectYMin_-160 ObjectYMax_-160 ObjectDMin=20 ObjectDMax=20 ObjectAMin=0 ObjectAMax=0 ObjectVXMin=80 ObjectVXMax=100 ObjectVYMin=50 ObjectVYMax=100 ObjectVRotMin=0 ObjectVRotMax=0 ObjectRotAxis=3 ObjectVGrowMin=0 ObjectVGrowMax=0 ObjectGravMin=0 ObjectGravMax=0 ObjectMoveXMin=-800 ObjectMoveXMax=+800 ObjectMoveYMin=-200 ObjectMoveYMax=+220 ObjectMoveAMin=-360 ObjectMoveAMax=+360 ObjectMoveRMin=1 ObjectMoveRMax=1000 ObjectMoveType=3 ObjectType=1 ObjectBenefitMin=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0 ObjectBenefitMax=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0 ObjectMirror=0 ObjectMovePointing=1 ObjectHitSound= ObjectAppearSound= ObjectHitTextEnglish= ObjectHitTextGerman= #1# ObjectNumber=2 #1#Fliege Nr. 2 / Fly No. 2 ObjectFront=1 ObjectStartActive=0 ObjectTexture=11/70,12/30 ObjectF=T1 ObjectD=-1 ObjectSecMin=2.5 ObjectSecMax=2.5 ObjectConnect=-1 ObjectKoordPre=1 ObjectHitDirection=1 ObjectXMin_0 ObjectXMax_0 ObjectYMin_0 ObjectYMax_0 ObjectDMin=20 ObjectDMax=20 ObjectAMin=0 ObjectAMax=0 ObjectVXMin=80 ObjectVXMax=100 ObjectVYMin=50 ObjectVYMax=100 ObjectVRotMin=0 ObjectVRotMax=0 ObjectRotAxis=3 ObjectVGrowMin=0 ObjectVGrowMax=0 ObjectGravMin=0 ObjectGravMax=0 ObjectMoveXMin=-800 ObjectMoveXMax=+800 ObjectMoveYMin=-200 ObjectMoveYMax=+220 ObjectMoveAMin=-360 ObjectMoveAMax=+360 ObjectMoveRMin=1 ObjectMoveRMax=1000 ObjectMoveType=3 ObjectType=1 ObjectBenefitMin=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0 ObjectBenefitMax=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0 ObjectMirror=0 ObjectMovePointing=1 ObjectHitSound= ObjectAppearSound= ObjectHitTextEnglish= ObjectHitTextGerman= You started the example given above? Oops - what was that? The fly was cloned after 2.5 seconds, but after another 2.5 seconds no further fly appeared! In contrast to the range event, the object triggering a time event is NOT automatically deactivated. The time variable is set to -1 instead, which means that no further time events will be triggered by this object. Therefor no further fly appears after 5 seconds have passed by. A second reason why a third fly can't appear is given by the fact that fly number 1 just can activate fly number 2 if it isn't still active! Therefor fly number 2 must be deactivated before, what was given by ObjectStartActive=0. To make our example run like wanted, we have to DEactivate fly number 1 after it has triggered the time event. Therefor ObjectD=T1 has to be set at fly number 1 and ObjectD=T2 at fly number 2. |
<<<Back to range events Continue with connected objects>>> |