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Improve timer, fixing #643 and adding display formatting options.
This commit is contained in:
parent
7268b5f8b9
commit
2477c3efcf
2 changed files with 224 additions and 31 deletions
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@ -3,7 +3,7 @@
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<html>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<head>
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<title>TombEngine Lua API</title>
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<title>TombEngine 1.0.1 Lua API</title>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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</head>
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<body>
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@ -89,17 +89,26 @@
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<p>Basic timer - after a specified number of seconds, the specified thing happens.</p>
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<p>
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<p> Usage:</p>
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<p> Example usage:</p>
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<pre>
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<span class="keyword">local</span> Timer = <span class="global">require</span>(<span class="string">"Timer"</span>)
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LevelFuncs.FinishTimer = <span class="keyword">function</span>(healthWhenStarted, victoryMessage)
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DoSomething(healthWhenStarted, victoryMessage)
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<span class="comment">-- This will be called when the timer runs out
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</span>LevelFuncs.FinishTimer = <span class="keyword">function</span>(healthWhenStarted, victoryMessage)
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<span class="comment">-- Open a door, display a message, make an explosion... whatever you wish
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</span> DoSomething(healthWhenStarted, victoryMessage)
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<span class="keyword">end</span>
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LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
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<span class="keyword">local</span> myTimer = Timer.Create(<span class="string">"my_timer"</span>, <span class="number">5.0</span>, <span class="keyword">false</span>, <span class="keyword">true</span>, <span class="string">"FinishTimer"</span>, Lara:GetHP(), <span class="string">"Well done!"</span>)
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<span class="comment">-- This function triggers the timer
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</span>LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
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<span class="keyword">local</span> myTimer = Timer.Create(<span class="string">"my_timer"</span>,
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<span class="number">5.0</span>,
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<span class="keyword">false</span>,
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{minutes = <span class="keyword">false</span>, seconds = <span class="keyword">true</span>, deciseconds = <span class="keyword">true</span>},
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<span class="string">"FinishTimer"</span>,
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Lara:GetHP(),
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<span class="string">"Well done!"</span>)
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myTimer:Start()
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<span class="keyword">end</span>
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@ -114,7 +123,7 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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<h2><a href="#Functions">Functions</a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#Create">Create(name, totalTime, loop, showString, func, funcArgs)</a></td>
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<td class="name" ><a href="#Create">Create(name, totalTime, loop, timerFormat, func[, ...])</a></td>
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<td class="summary">Create (but do not start) a new timer.</td>
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</tr>
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<tr>
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@ -138,6 +147,14 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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<td class="summary">Stop the timer.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#IsActive">IsActive(t)</a></td>
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<td class="summary">Get whether or not the timer is active</td>
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</tr>
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<tr>
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<td class="name" ><a href="#IsPaused">IsPaused(t)</a></td>
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<td class="summary">Get whether or not the timer is paused</td>
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</tr>
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<tr>
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<td class="name" ><a href="#GetRemainingTime">GetRemainingTime(t)</a></td>
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<td class="summary">Get the remaining time for a timer.</td>
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</tr>
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@ -172,10 +189,30 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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<dl class="function">
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<dt>
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<a name = "Create"></a>
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<strong>Create(name, totalTime, loop, showString, func, funcArgs)</strong>
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<strong>Create(name, totalTime, loop, timerFormat, func[, ...])</strong>
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</dt>
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<dd>
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Create (but do not start) a new timer.
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Create (but do not start) a new timer. </p>
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<p> You have the option of displaying the remaining time on the clock. Timer format details:</p>
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<pre><code>-- deciseconds are 1/10th of a second
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-- mins:secs
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local myTimeFormat1 = {minutes = true, seconds = true, deciseconds = false}
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-- also mins:secs
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local myTimeFormat2 = {minutes = true, seconds = true}
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-- secs:decisecs
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local myTimeFormat3 = {seconds = true, deciseconds = true}
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-- secs; also what is printed if you pass true instead of a table
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local myTimeFormat4 = {seconds = true}
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</code></pre>
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<p><strong>At any given time, only one timer can show its countdown</strong>.</p>
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<p>Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.
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<h3>Parameters:</h3>
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@ -192,16 +229,17 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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<span class="types"><span class="type">bool</span></span>
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if true, the timer will start again immediately after the time has elapsed
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</li>
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<li><span class="parameter">showString</span>
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<span class="types"><span class="type">bool</span></span>
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if true, the remaining time, rounded up, will show at the bottom of the screen. <strong>At any given time, only one timer can show its remaining time</strong>.
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<li><span class="parameter">timerFormat</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a> or <span class="type">bool</span></span>
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If a table is given, the remaining time will be shown as a string, formatted according to the values in the table. If true, the remaining seconds, rounded up, will show at the bottom of the screen. If false, the remaining time will not be shown on screen.
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</li>
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<li><span class="parameter">func</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
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The name of the LevelFunc member to call when the time is up
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The name of the LevelFunc member to call when the time is upssss
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</li>
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<li><span class="parameter">funcArgs</span>
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the arguments with which the above function will be called
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<li><span class="parameter">...</span>
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a variable number of arguments with which the above function will be called
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(<em>optional</em>)
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</li>
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</ul>
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@ -327,6 +365,56 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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</dd>
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<dt>
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<a name = "IsActive"></a>
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<strong>IsActive(t)</strong>
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</dt>
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<dd>
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Get whether or not the timer is active
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">t</span>
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the timer in question
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</li>
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</ul>
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<h3>Returns:</h3>
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<ol>
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true if the timer is active, false if otherwise
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</ol>
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</dd>
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<dt>
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<a name = "IsPaused"></a>
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<strong>IsPaused(t)</strong>
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</dt>
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<dd>
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Get whether or not the timer is paused
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">t</span>
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the timer in question
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</li>
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</ul>
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<h3>Returns:</h3>
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<ol>
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true if the timer is paused, false if otherwise
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</ol>
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</dd>
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<dt>
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<a name = "GetRemainingTime"></a>
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@ -479,8 +567,8 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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</div> <!-- id="content" -->
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</div> <!-- id="main" -->
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<div id="about">
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<i style="float:right;">Last updated 2022-08-01 20:38:26 </i>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.0.1</a></i>
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<i style="float:right;">Last updated 2022-08-08 21:38:19 </i>
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</div> <!-- id="about" -->
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</div> <!-- id="container" -->
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</body>
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@ -1,14 +1,23 @@
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-----
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--- Basic timer - after a specified number of seconds, the specified thing happens.
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-- Usage:
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-- Example usage:
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-- local Timer = require("Timer")
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--
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-- -- This will be called when the timer runs out
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-- LevelFuncs.FinishTimer = function(healthWhenStarted, victoryMessage)
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-- -- Open a door, display a message, make an explosion... whatever you wish
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-- DoSomething(healthWhenStarted, victoryMessage)
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-- end
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--
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-- -- This function triggers the timer
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-- LevelFuncs.TriggerTimer = function(obj)
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-- local myTimer = Timer.Create("my_timer", 5.0, false, true, "FinishTimer", Lara:GetHP(), "Well done!")
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-- local myTimer = Timer.Create("my_timer",
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-- 5.0,
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-- false,
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-- {minutes = false, seconds = true, deciseconds = true},
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-- "FinishTimer",
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-- Lara:GetHP(),
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-- "Well done!")
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-- myTimer:Start()
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-- end
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--
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@ -22,20 +31,41 @@ LevelVars.__TEN_timer = {timers = {}}
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local Timer
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local unpausedColor = Color(255, 255, 255)
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local pausedColor = Color(255, 255, 0)
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local unpausedColor = TEN.Color(255, 255, 255)
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local pausedColor = TEN.Color(255, 255, 0)
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local str = TEN.Strings.DisplayString("TIMER", 0, 0, unpausedColor, false, {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW} )
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Timer = {
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--- Create (but do not start) a new timer.
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--
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-- You have the option of displaying the remaining time on the clock. Timer format details:
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-- -- deciseconds are 1/10th of a second
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--
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-- -- mins:secs
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-- local myTimeFormat1 = {minutes = true, seconds = true, deciseconds = false}
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--
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-- -- also mins:secs
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-- local myTimeFormat2 = {minutes = true, seconds = true}
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--
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-- -- secs:decisecs
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-- local myTimeFormat3 = {seconds = true, deciseconds = true}
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--
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-- -- secs; also what is printed if you pass true instead of a table
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-- local myTimeFormat4 = {seconds = true}
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--
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--__At any given time, only one timer can show its countdown__.
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--
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--Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.
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--
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-- @string name A label to give this timer; used to retrieve the timer later
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-- @number totalTime The duration of the timer, in seconds
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-- @bool loop if true, the timer will start again immediately after the time has elapsed
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-- @bool showString if true, the remaining time, rounded up, will show at the bottom of the screen. __At any given time, only one timer can show its remaining time__.
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-- @string func The name of the LevelFunc member to call when the time is up
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-- @param funcArgs the arguments with which the above function will be called
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-- @tparam ?table|bool timerFormat If a table is given, the remaining time will be shown as a string, formatted according to the values in the table. If true, the remaining seconds, rounded up, will show at the bottom of the screen. If false, the remaining time will not be shown on screen.
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-- @string func The name of the LevelFunc member to call when the time is upssss
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-- @param[opt] ... a variable number of arguments with which the above function will be called
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-- @return The timer in its paused state
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Create = function(name, totalTime, loop, showString, func, ...)
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--
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Create = function(name, totalTime, loop, timerFormat, func, ...)
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local obj = {}
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local mt = {}
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mt.__index = Timer
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LevelVars.__TEN_timer.timers[name] ={}
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local thisTimer = LevelVars.__TEN_timer.timers[name]
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thisTimer.name = name
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thisTimer.showString = showString
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thisTimer.totalTime = totalTime
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thisTimer.remainingTime = totalTime
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thisTimer.func = func
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thisTimer.loop = loop
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thisTimer.active = false
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thisTimer.paused = true
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if type(timerFormat) == "table" then
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thisTimer.timerFormat = timerFormat
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elseif timerFormat then
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thisTimer.timerFormat = {seconds = true}
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end
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return obj
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end;
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thisTimer.active = true
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end
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LevelVars.__TEN_timer.timers[t.name].paused = false
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thisTimer.paused = false
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if thisTimer.showString then
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if thisTimer.timerFormat then
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str:SetColor(unpausedColor)
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end
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end;
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Pause = function(t)
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local thisTimer = LevelVars.__TEN_timer.timers[t.name]
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thisTimer.paused = true
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if thisTimer.showString then
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if thisTimer.timerFormat then
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str:SetColor(pausedColor)
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end
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end,
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LevelVars.__TEN_timer.timers[t.name].active = false
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end,
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--- Get whether or not the timer is active
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-- @param t the timer in question
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-- @return true if the timer is active, false if otherwise
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IsActive = function(t)
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return LevelVars.__TEN_timer.timers[t.name].active
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end,
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--- Get whether or not the timer is paused
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-- @param t the timer in question
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-- @return true if the timer is paused, false if otherwise
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IsPaused = function(t)
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return LevelVars.__TEN_timer.timers[t.name].paused
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end,
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--- Get the remaining time for a timer.
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-- @param t the timer in question
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-- @return the time in seconds remaining on the clock
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end
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end
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if t.showString then
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if t.timerFormat then
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TEN.Strings.HideString(str)
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str:SetKey(tostring(math.ceil(t.remainingTime)))
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local fmt = ""
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local remaining = math.max(t.remainingTime, 0)
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local round = math.floor
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local subSecond = remaining - math.floor(remaining)
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local fmtBefore = false
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-- deciseconds
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if t.timerFormat.deciseconds then
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fmt = math.floor(10*subSecond)
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fmtBefore = true
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end
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-- seconds
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if t.timerFormat.seconds then
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if not fmtBefore then
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round = math.ceil
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else
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round = math.floor
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fmt = ":" .. fmt
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end
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local roundedSeconds = round(remaining)
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local toBeDisplayed = roundedSeconds
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if t.timerFormat.minutes then
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toBeDisplayed = roundedSeconds % 60
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end
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fmt = string.format("%02d", toBeDisplayed) .. fmt
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remaining = roundedSeconds
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fmtBefore = true
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end
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-- minutes
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if t.timerFormat.minutes then
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if not fmtBefore then
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round = math.ceil
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else
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round = math.floor
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fmt = ":" .. fmt
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end
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local roundedMinutes = round(remaining/60)
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local toBeDisplayed = roundedMinutes
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fmt = string.format("%02d", toBeDisplayed) .. fmt
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fmtBefore = true
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end
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str:SetKey(fmt)
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local myX, myY = PercentToScreen(50, 90)
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str:SetPosition(myX, myY)
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-- Do this again in case the player has loaded while the timer was paused already
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-- Need a better solution for this
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if t.paused then
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str:SetColor(pausedColor)
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end
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TEN.Strings.ShowString(str, 1)
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end
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