User Tools

Site Tools


en:tutorials:objects:lifetime

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
en:tutorials:objects:lifetime [2019/05/29 06:25 (3 years ago)]
sausage [Track Lifetime]
en:tutorials:objects:lifetime [2020/08/31 18:18 (15 months ago)] (current)
66.249.64.26 ↷ Links adapted because of a move operation
Line 5: Line 5:
 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 =====
Line 73: Line 73:
  
 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 =====
Line 113: Line 132:
  
  
-===== 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.
Line 132: Line 151:
 ===== 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>
Line 143: Line 162:
 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 (3 years ago) (external edit)