| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Timer Precedence (Using Multiple Timers) |
| From: | Nate Smith <nthdesign at comcast dot net> |
| Date: | Thu, 17 Jun 2004 09:50:43 -0400 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| List-help: | <mailto:realbasic-games-request@lists.realsoftware.com?subject=help> |
| List-id: | REALbasic Games <realbasic-games.lists.realsoftware.com> |
| List-post: | <mailto:realbasic-games@lists.realsoftware.com> |
| References: | <02BC7581-BFE7-11D8-9248-000A95EED9D2 at comcast dot net> <a05300b03bcf74e18f7cc at [10 dot 10 dot 13 dot 3]> |
No, but I'd say the real question is: is this the right way to do it? I think not. Drive your game with just *one* timer (or a thread, or whatever), and just keep track of how long it's been since the last "drop". On any frame where that time is a second or more, do your drop in addition to the other animation. Alright, alright... I guess I'm not supposed to take the easy way out!A couple of posts ago Phil suggested the same, using the microseconds() function to keep track of how much time has passed. So, that is what I'm doing, and it seems to work very well. Joe, thanks again for Armageddon. ------------------------- Nate Smith http://www.nth-design.com _______________________________________________ Unsubscribe or switch delivery mode: <http://support.realsoftware.com/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
| <Prev in Thread] | Current Thread | [Next in Thread> |
|---|---|---|
| ||
| Previous by Date: | Re: Timer Precedence (Using Multiple Timers), Joseph J. Strout |
|---|---|
| Next by Date: | Re: Timer Precedence (Using Multiple Timers), Phil Mobley |
| Previous by Thread: | Re: Timer Precedence (Using Multiple Timers), Joseph J. Strout |
| Next by Thread: | Repo current build and JERK problem, Paul Kaiser |
| Indexes: | [Date] [Thread] [Top] [All Lists] |