Newbie wants to know if one can run two handlers simultaneously
David Vaughan
dvk at dvkconsult.com.au
Sun Dec 8 15:00:01 EST 2002
On Monday, December 9, 2002, at 05:28 AM, Scott Rossi wrote:
> Recently, MFitz53 at cs.com wrote:
>
>> I'm attempting to make a simple little shootem up game. I have the
>> basic shoot
>> button that draws a line from one loc to the loc of button"enemy"
>> and plays a
>> sound effect. What I'd like to do is initiate a handler to move the
>> button
>> around the screen(I have that covered) and use the mouseUp handler
>> from the
>> shoot btn to stop the first handler from running it shoots, sounds
>> off and
>> changes the btn icon. At this point, I have to wait until the first
>> handler
>> finishes running before being able to shoot at a motionless target.
>> I'm making
>> this for a kid just turned 4 years old, but I think even that would
>> be pretty
>> unexciting for him. All ideas are appreciated.
>
> Sure. One technique I've used is to give each "sprite" object (button,
> graphic, whatever) its own behavior script. Then you bring each
> sprite to
> life using "send <myCommand> to btn sprite1". I've run up to nine
> sprites
> simultaneously with barely noticeable slow down on moderately fast
> machines.
Send-in-time statements are the best approach now but risk locking out
mouse events. The pseudo-threading I wrote about two days ago handles
this type of programming easily from both a technical and coding
perspective. In HC I have a 'Beer game' which demonstrates it - supply
and demand shift in the background and provide graphical reporting
while you pull the levers of commerce.
regards
David
>
> Regards,
>
> Scott Rossi
> Creative Director
>
> Tactile Media, Multimedia & Design
> Email: scott at tactilemedia.com
> Web: www.tactilemedia.com
>
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