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https://github.com/TombEngine/TombEngine.git
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Merge branch 'master' into very_experimental_input_stuff
This commit is contained in:
commit
c32be322ab
81 changed files with 1287 additions and 850 deletions
|
@ -1,11 +1,81 @@
|
|||
-----
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--- Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.
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-- Example usage:
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-- local EventSequence = require("EventSequence")
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--
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-- -- These will be called by the sequence
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-- LevelFuncs.HealLara = function()
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-- Lara:SetHP(Lara:GetHP()+10)
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-- end
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--
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-- local nSpawned = 0
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-- LevelFuncs.SpawnBaddy = function(baddy, name, pos)
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-- local myBaddy = TEN.Objects.Moveable(baddy, name..nSpawned, pos, nil, 0)
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-- myBaddy:Enable()
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-- nSpawned = nSpawned + 1
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-- end
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--
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-- -- This function triggers the sequence
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-- LevelFuncs.TriggerSequence = function(obj)
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-- local posSteve = TEN.Objects.GetMoveableByName("stevePosNullmesh"):GetPosition()
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-- local posChris = TEN.Objects.GetMoveableByName("chrisPosNullmesh"):GetPosition()
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-- local mySeq = EventSequence.Create("my_seq",
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-- false, -- does not loop
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-- {seconds = true, deciseconds = true}, -- timer format, see Timer for details
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-- 6, -- seconds until call the function specified in next arg
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-- "HealLara", -- first function to call. If we don't need to pass any arguments, we can just give the func name as a string
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-- 2.1, -- seconds until the next function, after the previous one has been called
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-- {"SpawnBaddy", TEN.Objects.ObjID.BADDY1, "steve", posSteve}, -- if we DO want to pass arguments to the function to be called, we give a table with the name of the function ("SpawnBaddy" in this case) followed by the args to pass to it
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-- 0.5,
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-- {"SpawnBaddy", TEN.Objects.ObjID.SAS_CAIRO, "chris", posChris},
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-- 1,
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-- "HealLara")
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--
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-- -- event sequences are inactive to begin with and so need to be started
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-- mySeq:Start()
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-- end
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--
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-- -- EventSequence runs on Timer, so this call is required
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-- LevelFuncs.OnControlPhase = function(dt)
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-- Timer.UpdateAll(dt)
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-- end
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--
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-- @luautil EventSequence
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local Timer = require("Timer")
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local EventSequence
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LevelVars.__TEN_eventSequence = {sequences = {}}
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LevelFuncs.__TEN_eventSequence_callNext = function(sequenceName, nextTimerName, func, ...)
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local thisES = LevelVars.__TEN_eventSequence.sequences[sequenceName]
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LevelFuncs[func](...)
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thisES.currentTimer = thisES.currentTimer + 1
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if thisES.currentTimer <= #thisES.timers then
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local theTimer = Timer.Get(nextTimerName)
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theTimer:SetRemainingTime(theTimer:GetTotalTime())
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theTimer:Start()
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elseif thisES.loop then
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local theTimer = Timer.Get(thisES.firstTimerName)
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theTimer:SetRemainingTime(theTimer:GetTotalTime())
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theTimer:Start()
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thisES.currentTimer = 1
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else
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thisES.currentTimer = 1
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end
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end
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EventSequence = {
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Create = function(name, showString, ...)
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--- Create (but do not start) a new event sequence.
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--
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-- @string name A label to give the sequence; used to retrieve the timer later as well as internally by TEN.
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-- @bool loop if true, the sequence will start again from its first timer once its final function has been called
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-- @tparam ?table|bool timerFormat same as in Timer. This is mainly for debugging. __This will not work properly if another sequence or timer is showing a countdown.__
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-- @param[opt] ... a variable number of pairs of arguments - a time in seconds, followed by the function (must be defined in the LevelFuncs table) to call once the time has elapsed, followed by another duration in seconds, another function name, etc. You can specify a function either by its name as a string, or by a table with the function name as the first member, followed by its arguments (see above example).
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-- @return The inactive sequence.
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Create = function(name, loop, timerFormat, ...)
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local obj = {}
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local mt = {}
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mt.__index = EventSequence
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@ -13,10 +83,11 @@ EventSequence = {
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obj.name = name
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LevelVars.__TEN_eventSequence.sequences[name] ={}
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LevelVars.__TEN_eventSequence.sequences[name] = {}
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local thisES = LevelVars.__TEN_eventSequence.sequences[name]
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thisES.name = name
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thisES.timesFuncsAndArgs = {...}
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thisES.loop = loop
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local tfa = thisES.timesFuncsAndArgs
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thisES.timers = {}
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|
@ -35,6 +106,10 @@ EventSequence = {
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|||
local funcAndArgs = tfa[i+1]
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local func
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if i == 1 then
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thisES.firstTimerName = timerName
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end
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|
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if type(funcAndArgs) == "string" then
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-- we only have a function
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func = funcAndArgs
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|
@ -44,29 +119,15 @@ EventSequence = {
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func = table.remove(funcAndArgs, 1)
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end
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if nextTimer < #tfa then
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-- This function must start next timer
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-- AND do its function
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LevelFuncs[funcName] = function(...)
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LevelFuncs[func](...)
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Timer.Get(nextTimerName):Start()
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thisES.currentTimer = timerIndex + 1
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end
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else
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-- final timer
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LevelFuncs[funcName] = function(...)
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LevelFuncs[func](...)
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Timer.Get(timerName):Stop()
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thisES.currentTimer = 1
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end
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end
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local thisTimer = Timer.Create(timerName,
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tfa[i], -- time
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false,
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showString,
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funcName,
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funcAndArgs -- now with func removed
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timerFormat,
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"__TEN_eventSequence_callNext",
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name,
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nextTimerName,
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func,
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table.unpack(funcAndArgs) -- now with func removed
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)
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thisES.timers[timerIndex] = timerName
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|
@ -75,6 +136,9 @@ EventSequence = {
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return obj
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end;
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--- Get an event sequence by its name.
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-- @string name The label that was given to the sequence when it was created
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-- @return The sequence
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Get = function(name)
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if LevelVars.__TEN_eventSequence.sequences[name] then
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local obj = {}
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|
@ -85,22 +149,45 @@ EventSequence = {
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return obj
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end
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return nil
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end,
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end;
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Pause = function(t)
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--- Pause or unpause the sequence. If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
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-- @function mySequence:SetPaused
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-- @bool p if true, the sequence will be paused; if false, it will be unpaused
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SetPaused = function(t, p)
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local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
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Timer.Get(thisES.timers[thisES.currentTimer]):Pause()
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end,
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Timer.Get(thisES.timers[thisES.currentTimer]):SetPaused(p)
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end;
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Stop = function(t)
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--- Get whether or not the sequence is paused
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-- @function mySequence:IsPaused
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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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local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
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Timer.Get(thisES.timers[thisES.currentTimer]):Stop()
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end,
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return Timer.Get(thisES.timers[thisES.currentTimer]):IsPaused()
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end;
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--- Begin or unpause a sequence. If showing the remaining time on-screen, its color will be set to white.
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-- @function mySequence:Start
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Start = function(t)
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local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
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Timer.Get(thisES.timers[thisES.currentTimer]):Start()
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end;
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--- Stop the sequence.
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--@function mySequence:Stop
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Stop = function(t)
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local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
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Timer.Get(thisES.timers[thisES.currentTimer]):Stop()
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end;
|
||||
|
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--- Get whether or not the sequence is active
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-- @function mySequence:IsActive
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-- @return true if the sequence is active, false if otherwise
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IsActive = function(t)
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local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
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return Timer.Get(thisES.timers[thisES.currentTimer]):IsActive()
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end;
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}
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return EventSequence
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|
|
|
@ -17,10 +17,6 @@ local ItemAction = Flow.ItemAction
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Flow.SetIntroImagePath("Screens\\main.jpg")
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Flow.SetTitleScreenImagePath("Screens\\main.jpg")
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|
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-- Flow.SetFarView sets global far view distance in blocks.
|
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-- It will be overwritten by level.farView value, if it is specified.
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Flow.SetFarView(20)
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|
||||
--------------------------------------------------
|
||||
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||||
|
@ -71,7 +67,6 @@ test.objects = {
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|||
-1,
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ItemAction.USE
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),
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myObj,
|
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InventoryItem.new(
|
||||
"tut1_ba_cartouche2",
|
||||
InvID.PUZZLE_ITEM3_COMBO2,
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||||
|
@ -114,4 +109,4 @@ test.objects = {
|
|||
)
|
||||
}
|
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|
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Flow.AddLevel(test)
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Flow.AddLevel(test)
|
||||
|
|
|
@ -1109,6 +1109,46 @@ local strings = {
|
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"",
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||||
""
|
||||
},
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antialiasing = {
|
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"Antialiasing",
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||||
"",
|
||||
"",
|
||||
"",
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||||
"",
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||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
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low = {
|
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"Low",
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"",
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||||
"",
|
||||
"",
|
||||
"",
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"",
|
||||
"",
|
||||
""
|
||||
},
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||||
medium = {
|
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"Medium",
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||||
"",
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"",
|
||||
"",
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||||
"",
|
||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
||||
high = {
|
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"High",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
||||
waiting_for_key = {
|
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"Waiting For Key",
|
||||
"",
|
||||
|
|
|
@ -3,9 +3,17 @@
|
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local Util = require("Util")
|
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Util.ShortenTENCalls()
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||||
|
||||
-- Called when entering a level, not called when loading from a save
|
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LevelFuncs.OnStart = function() end
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|
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-- Called only when loading from a save
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LevelFuncs.OnLoad = function() end
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||||
|
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LevelFuncs.OnSave = function() end
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LevelFuncs.OnControlPhase = function() end
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|
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-- dt stands for "delta time", and holds the time in seconds since the last call to OnControlPhase
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LevelFuncs.OnControlPhase = function(dt) end
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|
||||
LevelFuncs.OnEnd = function() end
|
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|
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-- An example function which prints a string and leaves it on screen for 1 second.
|
||||
|
@ -114,4 +122,4 @@ LevelFuncs.EmitHaloOnActionPush = function(Triggerer)
|
|||
Effects.EmitParticle(pos, velocity, 2, 1, rot, Color.new(color * 0.5, color * 0.5, color), Color.new(color * 0.2, color * 0.1, color), 2, 16, 64, 1, false, false)
|
||||
Effects.EmitLight(pos, Color.new(color * 0.5, color * 0.5, color), 7)
|
||||
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1,14 +1,23 @@
|
|||
-----
|
||||
--- Basic timer - after a specified number of seconds, the specified thing happens.
|
||||
-- Usage:
|
||||
-- Example usage:
|
||||
-- local Timer = require("Timer")
|
||||
--
|
||||
-- -- This will be called when the timer runs out
|
||||
-- LevelFuncs.FinishTimer = function(healthWhenStarted, victoryMessage)
|
||||
-- -- Open a door, display a message, make an explosion... whatever you wish
|
||||
-- DoSomething(healthWhenStarted, victoryMessage)
|
||||
-- end
|
||||
--
|
||||
-- -- This function triggers the timer
|
||||
-- LevelFuncs.TriggerTimer = function(obj)
|
||||
-- local myTimer = Timer.Create("my_timer", 5.0, false, true, "FinishTimer", Lara:GetHP(), "Well done!")
|
||||
-- local myTimer = Timer.Create("my_timer",
|
||||
-- 5.0,
|
||||
-- false,
|
||||
-- {minutes = false, seconds = true, deciseconds = true},
|
||||
-- "FinishTimer",
|
||||
-- Lara:GetHP(),
|
||||
-- "Well done!")
|
||||
-- myTimer:Start()
|
||||
-- end
|
||||
--
|
||||
|
@ -22,20 +31,42 @@ LevelVars.__TEN_timer = {timers = {}}
|
|||
|
||||
local Timer
|
||||
|
||||
local unpausedColor = Color(255, 255, 255)
|
||||
local pausedColor = Color(255, 255, 0)
|
||||
local unpausedColor = TEN.Color(255, 255, 255)
|
||||
local pausedColor = TEN.Color(255, 255, 0)
|
||||
local str = TEN.Strings.DisplayString("TIMER", 0, 0, unpausedColor, false, {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW} )
|
||||
|
||||
Timer = {
|
||||
--- Create (but do not start) a new timer.
|
||||
--
|
||||
-- You have the option of displaying the remaining time on the clock. Timer format details:
|
||||
--
|
||||
-- -- deciseconds are 1/10th of a second
|
||||
--
|
||||
-- -- mins:secs
|
||||
-- local myTimeFormat1 = {minutes = true, seconds = true, deciseconds = false}
|
||||
--
|
||||
-- -- also mins:secs
|
||||
-- local myTimeFormat2 = {minutes = true, seconds = true}
|
||||
--
|
||||
-- -- secs:decisecs
|
||||
-- local myTimeFormat3 = {seconds = true, deciseconds = true}
|
||||
--
|
||||
-- -- secs; also what is printed if you pass true instead of a table
|
||||
-- local myTimeFormat4 = {seconds = true}
|
||||
--
|
||||
--__At any given time, only one timer can show its countdown__.
|
||||
--
|
||||
--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.
|
||||
--
|
||||
-- @string name A label to give this timer; used to retrieve the timer later
|
||||
-- @number totalTime The duration of the timer, in seconds
|
||||
-- @bool loop if true, the timer will start again immediately after the time has elapsed
|
||||
-- @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__.
|
||||
-- @string func The name of the LevelFunc member to call when the time is up
|
||||
-- @param funcArgs the arguments with which the above function will be called
|
||||
-- @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.
|
||||
-- @string func The name of the LevelFunc member to call when the time is upssss
|
||||
-- @param[opt] ... a variable number of arguments with which the above function will be called
|
||||
-- @return The timer in its paused state
|
||||
Create = function(name, totalTime, loop, showString, func, ...)
|
||||
--
|
||||
Create = function(name, totalTime, loop, timerFormat, func, ...)
|
||||
local obj = {}
|
||||
local mt = {}
|
||||
mt.__index = Timer
|
||||
|
@ -45,7 +76,6 @@ Timer = {
|
|||
LevelVars.__TEN_timer.timers[name] ={}
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[name]
|
||||
thisTimer.name = name
|
||||
thisTimer.showString = showString
|
||||
thisTimer.totalTime = totalTime
|
||||
thisTimer.remainingTime = totalTime
|
||||
thisTimer.func = func
|
||||
|
@ -53,6 +83,11 @@ Timer = {
|
|||
thisTimer.loop = loop
|
||||
thisTimer.active = false
|
||||
thisTimer.paused = true
|
||||
if type(timerFormat) == "table" then
|
||||
thisTimer.timerFormat = timerFormat
|
||||
elseif timerFormat then
|
||||
thisTimer.timerFormat = {seconds = true}
|
||||
end
|
||||
return obj
|
||||
end;
|
||||
|
||||
|
@ -69,92 +104,6 @@ Timer = {
|
|||
return obj
|
||||
end
|
||||
return nil
|
||||
end,
|
||||
|
||||
--- Give the timer a new function and args
|
||||
-- @param t the timer in question
|
||||
-- @string func The name of the LevelFunc member to call when the time is up
|
||||
-- @param funcArgs the arguments with which the above function will be called
|
||||
SetFunction = function(t, func, ...)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.func = func
|
||||
thisTimer.funcArgs = {...}
|
||||
end,
|
||||
|
||||
--- Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
|
||||
-- @param t the timer in question
|
||||
Start = function(t)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
if not thisTimer.active then
|
||||
thisTimer.active = true
|
||||
end
|
||||
|
||||
LevelVars.__TEN_timer.timers[t.name].paused = false
|
||||
|
||||
if thisTimer.showString then
|
||||
str:SetColor(unpausedColor)
|
||||
end
|
||||
end;
|
||||
|
||||
--- Pause the timer. If showing the remaining time on-screen, its color will be set to yellow.
|
||||
-- @param t the timer in question
|
||||
Pause = function(t)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.paused = true
|
||||
if thisTimer.showString then
|
||||
str:SetColor(pausedColor)
|
||||
end
|
||||
end,
|
||||
|
||||
--- Stop the timer.
|
||||
-- @param t the timer in question
|
||||
Stop = function(t)
|
||||
LevelVars.__TEN_timer.timers[t.name].active = false
|
||||
end,
|
||||
|
||||
--- Get the remaining time for a timer.
|
||||
-- @param t the timer in question
|
||||
-- @return the time in seconds remaining on the clock
|
||||
GetRemainingTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].remainingTime
|
||||
end,
|
||||
|
||||
--- Set the remaining time for a timer
|
||||
-- @param t the timer in question
|
||||
-- @number remainingTime the new time remaining for the timer
|
||||
SetRemainingTime = function(t, remainingTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].remainingTime = remainingTime
|
||||
end,
|
||||
|
||||
--- Get the total time for a timer.
|
||||
-- This is the amount of time the timer will start with, as well as when starting a new loop
|
||||
-- @param t the timer in question
|
||||
-- @return the timer's total time
|
||||
GetTotalTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].totalTime
|
||||
end,
|
||||
|
||||
--- Set the total time for a timer
|
||||
-- @param t the timer in question
|
||||
-- @number totalTime timer's new total time
|
||||
SetTotalTime = function(t, totalTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].totalTime = totalTime
|
||||
end,
|
||||
|
||||
--- Set whether or not the timer loops
|
||||
-- @param t the timer in question
|
||||
-- @bool looping whether or not the timer loops
|
||||
SetLooping = function(t, looping)
|
||||
LevelVars.__TEN_timer.timers[t.name].loop = looping
|
||||
end,
|
||||
|
||||
--- Update all active timers.
|
||||
-- Should be called in LevelFuncs.OnControlPhase
|
||||
-- @number dt The time in seconds since the last frame
|
||||
UpdateAll = function(dt)
|
||||
for _, t in pairs(LevelVars.__TEN_timer.timers) do
|
||||
Timer.Update(t, dt)
|
||||
end
|
||||
end;
|
||||
|
||||
Update = function(t, dt)
|
||||
|
@ -173,17 +122,178 @@ Timer = {
|
|||
end
|
||||
end
|
||||
|
||||
if t.showString then
|
||||
if t.timerFormat then
|
||||
TEN.Strings.HideString(str)
|
||||
str:SetKey(tostring(math.ceil(t.remainingTime)))
|
||||
|
||||
local fmt = ""
|
||||
local remaining = math.max(t.remainingTime, 0)
|
||||
|
||||
local round = math.floor
|
||||
local subSecond = remaining - math.floor(remaining)
|
||||
|
||||
local fmtBefore = false
|
||||
|
||||
-- deciseconds
|
||||
if t.timerFormat.deciseconds then
|
||||
fmt = math.floor(10*subSecond)
|
||||
fmtBefore = true
|
||||
end
|
||||
|
||||
-- seconds
|
||||
if t.timerFormat.seconds then
|
||||
if not fmtBefore then
|
||||
round = math.ceil
|
||||
else
|
||||
round = math.floor
|
||||
fmt = ":" .. fmt
|
||||
end
|
||||
local roundedSeconds = round(remaining)
|
||||
local toBeDisplayed = roundedSeconds
|
||||
if t.timerFormat.minutes then
|
||||
toBeDisplayed = roundedSeconds % 60
|
||||
end
|
||||
fmt = string.format("%02d", toBeDisplayed) .. fmt
|
||||
|
||||
remaining = roundedSeconds
|
||||
fmtBefore = true
|
||||
end
|
||||
|
||||
-- minutes
|
||||
if t.timerFormat.minutes then
|
||||
if not fmtBefore then
|
||||
round = math.ceil
|
||||
else
|
||||
round = math.floor
|
||||
fmt = ":" .. fmt
|
||||
end
|
||||
|
||||
local roundedMinutes = round(remaining/60)
|
||||
local toBeDisplayed = roundedMinutes
|
||||
|
||||
fmt = string.format("%02d", toBeDisplayed) .. fmt
|
||||
fmtBefore = true
|
||||
end
|
||||
|
||||
str:SetKey(fmt)
|
||||
local myX, myY = PercentToScreen(50, 90)
|
||||
str:SetPosition(myX, myY)
|
||||
|
||||
-- Do this again in case the player has loaded while the timer was paused already
|
||||
-- Need a better solution for this
|
||||
if t.paused then
|
||||
str:SetColor(pausedColor)
|
||||
end
|
||||
|
||||
TEN.Strings.ShowString(str, 1)
|
||||
end
|
||||
|
||||
end
|
||||
end;
|
||||
|
||||
--- Update all active timers.
|
||||
-- Should be called in LevelFuncs.OnControlPhase
|
||||
-- @number dt The time in seconds since the last frame
|
||||
UpdateAll = function(dt)
|
||||
for _, t in pairs(LevelVars.__TEN_timer.timers) do
|
||||
Timer.Update(t, dt)
|
||||
end
|
||||
end;
|
||||
|
||||
--- Give the timer a new function and args
|
||||
-- @function myTimer:SetFunction
|
||||
-- @string func The name of the LevelFunc member to call when the time is up
|
||||
-- @param[opt] ... a variable number of arguments with which the above function will be called
|
||||
SetFunction = function(t, func, ...)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.func = func
|
||||
thisTimer.funcArgs = {...}
|
||||
end;
|
||||
|
||||
--- Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
|
||||
-- @function myTimer:Start
|
||||
Start = function(t)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
if not thisTimer.active then
|
||||
thisTimer.active = true
|
||||
end
|
||||
|
||||
thisTimer.paused = false
|
||||
|
||||
if thisTimer.timerFormat then
|
||||
str:SetColor(unpausedColor)
|
||||
end
|
||||
end;
|
||||
|
||||
--- Stop the timer.
|
||||
-- @function myTimer:Stop
|
||||
Stop = function(t)
|
||||
LevelVars.__TEN_timer.timers[t.name].active = false
|
||||
end;
|
||||
|
||||
--- Get whether or not the timer is active
|
||||
-- @function myTimer:IsActive
|
||||
-- @return true if the timer is active, false if otherwise
|
||||
IsActive = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].active
|
||||
end;
|
||||
|
||||
--- Pause or unpause the timer. If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
|
||||
-- @function myTimer:SetPaused
|
||||
-- @bool p if true, the timer will be paused; if false, it would be unpaused
|
||||
SetPaused = function(t, p)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.paused = p
|
||||
if thisTimer.timerFormat then
|
||||
if p then
|
||||
str:SetColor(pausedColor)
|
||||
else
|
||||
str:SetColor(unpausedColor)
|
||||
end
|
||||
end
|
||||
end;
|
||||
|
||||
--- Get whether or not the timer is paused
|
||||
-- @function myTimer:IsPaused
|
||||
-- @return true if the timer is paused, false if otherwise
|
||||
IsPaused = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].paused
|
||||
end;
|
||||
|
||||
--- Get the remaining time for a timer.
|
||||
-- @function myTimer:GetRemainingTime
|
||||
-- @return the time in seconds remaining on the clock
|
||||
GetRemainingTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].remainingTime
|
||||
end;
|
||||
|
||||
--- Set the remaining time for a timer
|
||||
-- @function myTimer:SetRemainingTime
|
||||
-- @number remainingTime the new time remaining for the timer
|
||||
SetRemainingTime = function(t, remainingTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].remainingTime = remainingTime
|
||||
end;
|
||||
|
||||
--- Get the total time for a timer.
|
||||
-- This is the amount of time the timer will start with, as well as when starting a new loop
|
||||
-- @function myTimer:GetRemainingTime
|
||||
-- @return the timer's total time
|
||||
GetTotalTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].totalTime
|
||||
end;
|
||||
|
||||
--- Set the total time for a timer
|
||||
-- @function myTimer:SetTotalTime
|
||||
-- @number totalTime timer's new total time
|
||||
SetTotalTime = function(t, totalTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].totalTime = totalTime
|
||||
end;
|
||||
|
||||
--- Set whether or not the timer loops
|
||||
-- @function myTimer:SetLooping
|
||||
-- @bool looping whether or not the timer loops
|
||||
SetLooping = function(t, looping)
|
||||
LevelVars.__TEN_timer.timers[t.name].loop = looping
|
||||
end;
|
||||
}
|
||||
|
||||
return Timer
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue