Oh yes, most definitely -- or at least, "almost all." That's one of
the behaviors of a Thread. Using a Timer, you can clock it any way
you like, from sucking all available CPU to being perfectly friendly
to other apps.
Best,
- Joe
OK, good enough for me, I'll go for a timer with a spritesurface.update
command, thanks.
You can stop that by hiding the cursor and displaying it with a sprite
instead(useful if you want a rather easy to do colorful mouse cursor).
And you could use stuff like System.Mousedown to check if the mouse
was pressed.
Personally, if I was making a RTS like game, I would use the Run
command/thight loop or a threaded loop, since most of my concentration
would go to the game anyway so I wouldn't need the option to go out of
the game and such(I mean, never once while playing Myth 2 did I think:
Oh, let's go check my mail while my army stands here and perhaps will
get attacked)
Makes a lot of sense, too, but since I am hoping to put emphasis on the
strategic and tactical side of things and much less weight on graphics
and fast action, I think it would be friendlier not to hog the
processor. Anyway, it seems to me that, should I change my mind later,
it will not be too dificult changing the whole thing over to threats or
a thight loop.
But I have hit a new problem. The program should work so that when the
selected object (a sprite) reaches a certain borderline part of the
spritesurface (about 40 pixels from the edge), the spritesurface should
scroll in such a way that the selected sprite remains at that position
and the background scrolls by. For this I logically use the scroll
method and inside the PaintTile method I draw the new background which
should come into view. It does not work.
So I checked online code examples (Blasteroids from Joe Strout) and
tried examples from Matt Neuburg's 'Definite Guide to RB' and they did
not work as advertised either in their PaintTile sections. But when
inserting the command g.useOldRenderer=true at the beginning of the
subroutine, these examples worked just fine, with a smooth, sexy scroll
animation. But in my code, despite putting g.useOldRenderer=true
everywhere, even on the toilet-paper, it still will not run properly.
All the new tiles get drawn to the top left corner and scrolling is
choppy.
My project is a bit more complicated than the examples, since I have
the spritesurface, which is the main playing area, and a canvas which
displays a small overhead map of the whole game area, which is much
larger than the spritesurface can show. Don't know if that is part of
the problem. Maybe someone has had a similar problem and can hint at a
solution. My brain already hurts and I have run out of ideas.
Greets, Jose
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