On Aug 18, 2005, at 3:19 PM, Ian Leigh wrote:
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?
People have already suggested using send..in, which would work for
this purpose. An alternative is to use wait..with messages. This
method ends up looking something like this:
on startGame
doSetup
repeat
put milliseconds() into t
doGameStuff
if <exit conditions> then exit repeat
wait (t + 33 - milliseconds()) milliseconds with messages
-- gives you a max of roughly 30 fps
end repeat
end startGame
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