Ok looked at the docs more, appears you get deltatime as a parameter for 
update functions when you schedule things, why isn't this in the tutorial? 

On Friday, January 8, 2016 at 12:45:38 PM UTC-6, [email protected] wrote:
>
> Where is delta? can't find it in the docs easily, appears in the C++ 
> version though, and is in director, so is it here too?
> They don't mention it in the Director documentation here 
> http://python.cocos2d.org/doc/api/cocos.director.html but say that other 
> stuff is in the window thing in pyglet, yet the link they use is broken. 
>  Closest thing I could find was this 
> http://pyglet.readthedocs.org/en/latest/api/pyglet/window/pyglet.window.Window.html#pyglet.window.Window,
>  
> but it wasn't in there.  A variable exists that is nearly exactly the same 
> as delta, called FPSDisplay.update_period found here 
> http://pyglet.readthedocs.org/en/latest/api/pyglet/window/pyglet.window.FPSDisplay.html#pyglet.window.FPSDisplay.
>  
>  It is the time between frames.  Am I supposed to use this?
>
> here is the C++ version reference. 
>
> http://www.cocos2d-x.org/reference/native-cpp/V3.0alpha0/d7/df3/classcocos2d_1_1_director.html
>
> Using the examples given by 
> http://python.cocos2d.org/doc/programming_guide/cocosnodes.html
> where they mention how to do batching also use Ball() which appears to be 
> an actual geometric object.  Where did this function come from? Is it in 
> Pyglet or something? Can't seem to find its origin and I can't find out how 
> to use its parameters. 
>
> What is the typical way to do asyncronous draw, logic, update calls (like 
> normal frameworks) so I don't have to attach logic to frames?
> I see schedule here, but I might not want a game that is frame dependent 
> http://python.cocos2d.org/doc/programming_guide/cocosnodes.html
>

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