----- --- Basic timer - after a specified number of seconds, the specified thing happens. -- -- Timers are updated automatically every frame before OnControlPhase. -- -- Example usage: -- local Timer = require("Engine.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, -- {minutes = false, seconds = true, deciseconds = true}, -- LevelFuncs.FinishTimer, -- Lara:GetHP(), -- "Well done!") -- myTimer:Start() -- end -- -- @luautil Timer LevelFuncs.Engine.Timer = {} LevelVars.Engine.Timer = {timers = {}} local Timer 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 -- @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. -- @function func The LevelFunc function to call when the time is up -- @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, timerFormat, func, ...) local obj = {} local mt = {} mt.__index = Timer setmetatable(obj, mt) obj.name = name if LevelVars.Engine.Timer.timers[name] then print("Warning: a timer with name " .. name .. " already exists.") end LevelVars.Engine.Timer.timers[name] ={} local thisTimer = LevelVars.Engine.Timer.timers[name] thisTimer.name = name thisTimer.totalTime = totalTime thisTimer.remainingTime = totalTime thisTimer.func = func thisTimer.funcArgs = {...} 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; --- Get a timer by its name. -- @string name The label that was given to the timer when it was created -- @return The timer Get = function(name) if LevelVars.Engine.Timer.timers[name] then local obj = {} local mt = {} mt.__index = Timer setmetatable(obj, mt) obj.name = name return obj end return nil end; Update = function(t, dt) if t.active then if not t.paused then t.remainingTime = t.remainingTime - dt if t.remainingTime <= 0 then t.func(table.unpack(t.funcArgs)) if not t.loop then t.active = false else t.remainingTime = t.remainingTime + t.totalTime end end end if t.timerFormat then TEN.Strings.HideString(str) 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; UpdateAll = function(dt) print("Timer.UpdateAll is deprecated; timers and event sequences now get updated automatically pre-control phase.") end; --- Give the timer a new function and args -- @function myTimer:SetFunction -- @tparam function func 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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.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.Engine.Timer.timers[t.name].loop = looping end; } LevelFuncs.Engine.Timer.UpdateAll = function(dt) for _, t in pairs(LevelVars.Engine.Timer.timers) do Timer.Update(t, dt) end end TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRECONTROLPHASE, LevelFuncs.Engine.Timer.UpdateAll) return Timer