Keep "counting down" even when in menus?
Posted 21 May 2012 - 02:10 PM
And it works great!
However, the parallel process seems to "pause" when the player is accessing game menus. It does resume just fine when the player is out of the menus... but I'd like to keep the parallel process going while in menus, talking to npc's, etc.
is this an imposibility?
Posted 21 May 2012 - 04:15 PM
Posted 21 May 2012 - 07:53 PM
Posted 21 May 2012 - 08:00 PM
module Graphics class << self alias :timer_gupdate :update def update(*args) timer_gupdate(*args) (@my_timer ||= 0) += 1 # frame. To convert to time you will need to use the frame rate end end end
Remember; Graphics.update is called once per frame. To convert this to time (seconds) you will need to divide by the frame rate.
However, even though you posted this in the RGSS section, you seem to be using only events at this point. Should I move this to general support? On a side note, there is nothing an even can do which will allow you to continue processing from another scene (the map and the menu are two completely different scenes, which is why map events do not update when you are in the menu, just as events from map A would not execute if the player were on map .
While sloppy writing does not invariably mean sloppy thinking, we've generally found the correlation to be strong -- and we have no use for sloppy thinkers. If you can't yet write competently, learn to.
Posted 21 May 2012 - 08:53 PM
My event that keeps "counting down" is a common event, so it survives thru a scene change, game save/load, etc.
I'm pretty sure the answer (in the end) will be scripting, so if it's all the same to you - let's leave this here for now.
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