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Gideros pause
Gideros pause




  1. #Gideros pause full
  2. #Gideros pause android
  3. #Gideros pause professional

Particle Candy has been written thoroughly to make the most efficient use of performance and memory management on today's mobile devices.

#Gideros pause android

Originally developed for Blitz3D, it became one of the most popular Blitz libraries during the last years and is now available for the Corona® and Gideros® iOS / Android SDK. The Particle Candy engine proved its power and flexibility since 1995 in many commercial game titles.

#Gideros pause professional

lua file that you just include to your project and you're immediately ready to create professional special effects. Particle Candy is an extremely flexible yet simple and straightforward to use particle engine library to create all imaginable stuff of special effects in your games like smoke, trails, fire, explosions, debris, flares, dust, clouds, shots, light rays, water fontains, even weather effects like rain, snow -everything you can imagine. PARTICLE CANDY FOR CORONA® / GIDEROS® SDK Lightning fast, professional GUI extension to add all kind of graphical user interfaces to your apps and games.īUNDLE OFFER: BUY ONE, GET THE OTHERS HALF OFF!

#Gideros pause full

For serious game developers, it's absolutely essential.Ĭreate stunning visual effects using our professional, full featured particle engine for the Corona and Gideros SDK. Particle Candy is a striking, top-notch extension that impressively shows what you can do with Corona®. " " ) end function GameObject:trace (message ) Self.Paused = false end function GameObject:isPaused ( ) return self.PausedĮnd - Traces - function GameObject:tracePosition ( ) Self:addEventListener (Event.ENTER_FRAME, self.onEnterFrame, self ) end Self.Paused = true end function GameObject:resume ( ) if (self.Paused = true ) then

gideros pause

Self:removeEventListener (Event.ENTER_FRAME, self.onEnterFrame, self ) end Please declare name in appropriate game object." ) end - Pause control - function GameObject:pause ( ) if (self.Paused = false and self.onEnterFrame ~ = nil ) then TraceAndThrow ( "Undefind class type name. Self.Timers:increment ( ) end - Stubs - function GameObject:getTypeName ( ) Self:addEventListener (Event.ENTER_FRAME, self.onTimer, self ) end - Events - function GameObject:onTimer ( ) GameObject = Core.class (Sprite ) function GameObject:init ( ) Self:enumerate (FrameTimer.start ) end function TimersController:resetAll ( ) Self:enumerate (FrameTimer.start ) end function TimersController:stopAll ( ) Self:enumerate (FrameTimer.resume ) end function TimersController:startAll ( ) Self:enumerate (FrameTimer.pause ) end function TimersController:resumeAll ( ) Self.Timers :setDelay (self:convertToFpsTicks (value ) ) end end function TimersController:pauseAll ( ) Self.Timers :reset ( ) end end function TimersController:setDelay (name, value ) if (self:hasTimer (name ) = true ) then Self.Timers :stop ( ) end end function TimersController:reset (name ) if (self:hasTimer (name ) = true ) then Self.Timers :start ( ) end end function TimersController:stop (name ) if (self:hasTimer (name ) = true ) then Self.Timers :resume ( ) end end function TimersController:start (name ) if (self:hasTimer (name ) = true ) then Self.Timers :pause ( ) end end function TimersController:resume (name ) if (self:hasTimer (name ) = true ) then Self:enumerate (FrameTimer.increment ) end function TimersController:pause (name ) if (self:hasTimer (name ) = true ) then Self.Timers = FrameTimer.new (callback, object, self:convertToFpsTicks (delay ), repeatCount ) end function TimersController:hasTimer (name ) return self.Timers ~ = nil end function TimersController:enumerate (functor ) for key, value in pairs (self.Timers ) doįunctor (value ) end end function TimersController:increment ( ) Self.Timers = end function TimersController:convertToFpsTicks (delay ) return delay / 1000 * application:getFps ( ) end function TimersController:addTimer (name, callback, object, delay, repeatCount ) TimersController = Core.class ( ) function TimersController:init ( ) Self:stop ( ) end end end - Timers group controller. Self.HitCounter = self.HitCounter + 1 if (self.HitCounter ~ = nil and self.HitCounter = self.RepeatCount ) then Self.Counter = self.Counter + 1 if ( (self.Counter % self.Delay ) = 0 ) then Self.Stopped = true end function FrameTimer:setDelay (value )Įnd function FrameTimer:increment ( ) if ( (self.Paused = true ) or (self.Stopped = true ) ) then return end Self.Paused = false end function FrameTimer:reset ( ) Self.Paused = true end function FrameTimer:resume ( ) Self.Counter = 0 end function FrameTimer:pause ( ) Self.Stopped = false end function FrameTimer:stop ( ) Self:reset ( ) end function FrameTimer:start ( )

gideros pause

Self.RepeatCount = repeatCount ~ = nil and repeatCount or 0

gideros pause

FrameTimer = Core.class ( ) function FrameTimer:init (callback, object, delay, repeatCount )






Gideros pause