Skyline Lua API
Version 1.0
Lua Script Reference for Skyline Game Engine.
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#include <LUA_API_Time.h>
Public Member Functions | |
void | startTimer (int gameState, int object_id, float interval) |
When called this function it creates a new managed timer set to trigger at an interval(ms) specified by the variable interval. More... | |
void | stopTimer (int gameState, int object_id) |
This function stops the timer named timer_id. More... | |
void | startMultiTimer (int timerID, int object_id, float interval) |
When called this function it creates a new managed Multi Timer set to trigger at an interval(ms) specified by the variable interval. More... | |
void | stopMultiTimer (int timerID, int object_id) |
This function stops the Multi Timer named timer_id. More... | |
This area covers time functions. The current timer system alows each script to have one timer for the available states.
Use as time.function()
For more information on how these functions can be used please visit the User Manual - https://home.aurasoft-skyline.co.uk
void time::startMultiTimer | ( | int | timerID, |
int | object_id, | ||
float | interval | ||
) |
When called this function it creates a new managed Multi Timer set to trigger at an interval(ms) specified by the variable interval.
timerID | :Set the timer ID that this timer is to be associated with. |
object_id | :Set the object containing the timer |
interval | :The timers tick rate in ms |
Multi Timers can have more than one timer running per script or micro script but do not respond to the
current game state. Once started these timers will run until a call to stopMultiTimer is made.
The following is a Small Example on how to use this function:
obj = 0 -- | Define a variable for our object ID count = 0 function onInit(objID) obj = objID; time.startMultiTimer(1,obj,1000); time.startMultiTimer(2,obj,2000); time.startMultiTimer(3,obj,3000); end function onMultiTimer(timerID) if(timerID==1)then time.stopMultiTimer(1, obj); sky.lprint("STOPPING TIMER ID 1"); end if(timerID==2)then time.stopMultiTimer(2, obj); sky.lprint("STOPPING TIMER ID 2"); end if(timerID==3)then time.stopMultiTimer(3, obj); sky.lprint("STOPPING TIMER ID 3"); end end
void time::startTimer | ( | int | gameState, |
int | object_id, | ||
float | interval | ||
) |
When called this function it creates a new managed timer set to trigger at an interval(ms) specified by the variable interval.
gameState | :Set the game state that this timer is to be associated with. |
object_id | :Set the object containing the timer |
interval | :The timers tick rate in ms |
The following is a Small Example on how to use this function:
obj = 0 -- | Define a variable for our object ID count = 0 function onInit(objID) obj = objID; time.startTimer(1, obj, 1000); sky.trace(); end function onTimer() sky.lprint( count ); count = count + 1; end function onStop() time.stopTimer(1, obj); end
void time::stopMultiTimer | ( | int | timerID, |
int | object_id | ||
) |
This function stops the Multi Timer named timer_id.
timerID | :Set the Timer ID that this timer is associated with. |
object_id | :Set the object containing the timer |
Multi Timers can have more than one timer running per script or micro script but do not respond to the
current game state. Once started these timers will run until a call to stopMultiTimer is made.
The following is a Small Example on how to use this function:
obj = 0 -- | Define a variable for our object ID count = 0 function onInit(objID) obj = objID; time.startMultiTimer(1,obj,1000); time.startMultiTimer(2,obj,2000); time.startMultiTimer(3,obj,3000); end function onMultiTimer(timerID) if(timerID==1)then time.stopMultiTimer(1, obj); sky.lprint("STOPPING TIMER ID 1"); end if(timerID==2)then time.stopMultiTimer(2, obj); sky.lprint("STOPPING TIMER ID 2"); end if(timerID==3)then time.stopMultiTimer(3, obj); sky.lprint("STOPPING TIMER ID 3"); end end
void time::stopTimer | ( | int | gameState, |
int | object_id | ||
) |
This function stops the timer named timer_id.
gameState | :Set the game state that this timer is associated with. |
object_id | :Set the object containing the timer |
The following is a Small Example on how to use this function:
obj = 0 -- | Define a variable for our object ID count = 0 function onInit(objID) obj = objID; time.startTimer(1, obj, 1000); sky.trace(); end function onTimer() sky.lprint( count ); count = count + 1; end function onStop() time.stopTimer(1, obj); end