What strikes me about rev is that it's harder to manage a flow of
things from a main loop. For example, a game might have a
particular loop for overall control which steps through all the
required stages and then draws a new frame, starting the whole
thing off again. How would you best manage a game in rev? Would you
have a loop off a 'start game' button which could only be
interrupted by the quit action? Just wondering how others have
approached laying out games and such programs?
I would use the "send in time" structure. Have your main game loop in
a single handler. Starting the game would call this main loop, which
could look something like this:
on mainGameLoop
-- draw screen etc
send "mainGameLoop" to me in 1 tick
end mainGameLoop
The "send" command is non-clocking, so any user input can be seen &
processed in other handlers or scripts, while the main loop keeps
happening effectively in the background.
Scott Rossi at Tactile Media has some excellent examples of this.
Cheers,
Sarah
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