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en:tutorials:lifetime [2019/05/29 06:25 (5 years ago)] – [Track Lifetime] sausageen:tutorials:objects:lifetime [2020/08/31 18:18 (4 years ago)] (current) – ↷ Links adapted because of a move operation 66.249.64.26
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 But you can also specify one or more literals to create lifetime situations that are a little richer. But you can also specify one or more literals to create lifetime situations that are a little richer.
  
-Before getting into that, let's [[en:tutorials:creating_your_own_project|create a blank project using the init script]].+Before getting into that, let's [[en:tutorials:projects:creating_your_own_project|create a blank project using the init script]].
  
 ===== Numeric Lifetime ===== ===== Numeric Lifetime =====
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 Run that and as soon as the appearance sound is finished, the object's life is over. Run that and as soon as the appearance sound is finished, the object's life is over.
 +
 +
 +===== Anim Lifetime =====
 +
 +For an object, using the ''anim'' literal means that when all animations have finished playing on your object, then the object will be destroyed.
 +
 +<code ini>
 +[Object]
 +Graphic         = @
 +Texture         = logo.png
 +SoundList       = @
 +Sound           = appear.ogg
 +Pivot           = center
 +AngularVelocity = 18
 +FXList          = FadeIn # ColorCycle
 +LifeTime        = anim
 +</code>
 +
 +Check out the [[en:tutorials:main#animation|animation tutorials]] to learn about the animation system and give the ''anim'' literal a try. 
  
 ===== Child Lifetime ===== ===== Child Lifetime =====
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-===== Track Lifetime (in development) =====+===== Track Lifetime =====
  
 Using this literal, the object's life will end when the attached track has finished it's job. Using this literal, the object's life will end when the attached track has finished it's job.
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 ===== Multiple Lifetime literals ===== ===== Multiple Lifetime literals =====
  
-You can combine two or more literals, or a value if you wish. If you do this, the object's lifetime will not end until all of the conditions are exhausted. For example:+You can combine two or more literals. If you do this, the object's lifetime will not end until all of the conditions are exhausted. For example:
  
 <code ini> <code ini>
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 AngularVelocity = 18 AngularVelocity = 18
 FXList          = FadeIn # ColorCycle FXList          = FadeIn # ColorCycle
-LifeTime        = 15 # fx+LifeTime        = sound fx
 </code> </code>
  
-In this case, the fx will complete it's single cycle, and then the object will continue to live for a total of 15 seconds. Once both conditions are complete, it's curtains for the object.+In this case, the sound will play and the fx will complete it's single cycle. Once both conditions are complete, it's curtains for the object.
  
 ==== Conclusion ==== ==== Conclusion ====
  
-There's a lot of combinations and scenarios that be covered with multiple lifetimes. I can see sound, fx and track being extremely useful. You can get more info on usage at: [[en:orx:config:settings_structure:orxobject|orxOBJECT structure]] +There's a lot of combinations and scenarios that be covered with multiple lifetimes. I can see sound, fx and track being extremely useful.
  
 +===== See also =====
 +  - [[en:examples:objects:kill_parent_object_when_children_die|Having a Parent Object die after all children have died]]
 +  - [[en:orx:config:settings_structure:orxobject|orxOBJECT structure]] 
en/tutorials/objects/lifetime.1559136315.txt.gz · Last modified: 2019/05/29 09:25 (5 years ago) (external edit)