RC2: Flip still works after setScenePause() is set to true
by Leroy Frederick · in Torque Game Builder · 06/11/2006 (7:47 am) · 5 replies
Not really sure if this is actually a bug, so again, any correction/info is welcomed
Basicially, after setting setScenePause() to true, everything stops including movement (velocity), particles freeze, animations (as you'd expect from a pause function), but the flip command in my movement function still operates (which is alongside the velocity function). So, i'm guessing this is not suppose to happen, right?
Basicially, after setting setScenePause() to true, everything stops including movement (velocity), particles freeze, animations (as you'd expect from a pause function), but the flip command in my movement function still operates (which is alongside the velocity function). So, i'm guessing this is not suppose to happen, right?
#2
06/11/2006 (12:49 pm)
Fair enough Michael, although out of interest, what'd be the design advantage by a pause function that stops all movement & animation but nonetheless allows objects to flip?
#3
06/11/2006 (1:39 pm)
I guess because sprite orientation isn't considered part of the "simulation"? I admit not having ever used setScenePause() though.
#4
A solution that just ignores calls to setFlip() while the scene or the object is paused would be easy. In contrast to one that at unpausing reacts to changes made during the pause (not hard but it would need one additional member variable at least).
On the other hand, I am not sure if I would put flip settings in one row with movement & animation...
Let the dev team decide on this :)
06/11/2006 (1:49 pm)
I think the question is "Is it worth the effort to implement this?".A solution that just ignores calls to setFlip() while the scene or the object is paused would be easy. In contrast to one that at unpausing reacts to changes made during the pause (not hard but it would need one additional member variable at least).
On the other hand, I am not sure if I would put flip settings in one row with movement & animation...
Let the dev team decide on this :)
#5
06/12/2006 (2:39 am)
Ok, i think you both have good points on this, besides it's not a massive problem (if a problem at all) anyway as it's easy solved, so we'll let the dev team decide indeed :)
Torque Owner Michael Woerister