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Frame
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| Revision as of 20:55, 25 June 2007 (edit) 87.177.23.239 (Talk) ← Previous diff |
Revision as of 20:59, 25 June 2007 (edit) (undo) 87.177.23.239 (Talk) Next diff → |
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| [[Category:language]] | [[Category:language]] | ||
| === Definition === | === Definition === | ||
| + | ---- | ||
| The '''frame;''' command tells the interpreter when a process is done for one game cycle. | The '''frame;''' command tells the interpreter when a process is done for one game cycle. | ||
| When the '''frame;''' is reached, the screen is updated. | When the '''frame;''' is reached, the screen is updated. | ||
| Line 10: | Line 11: | ||
| === Example === | === Example === | ||
| + | ---- | ||
| <pre> | <pre> | ||
| process square() | process square() | ||
Revision as of 20:59, 25 June 2007
Definition
The frame; command tells the interpreter when a process is done for one game cycle. When the frame; is reached, the screen is updated. If there are several processes running, the screen is updated once every process has reached it`s frame; statement.
It is commonly used in loops of processes that should do something like moving around by a certain amount of pixels per game cycle (or per frame).
Example
process square()
begin
graph = new_map(5,5,16);
map_clear(0,graph,rgb(255,255,255));
loop
if(key(_left))x-=2;end;
if(key(_right))x+=2;end;
frame; //<-vital part
end;
end;
This example process would give you a square you can move around the screen by 2 pixel before it gets showed again, before the game cycle is over, before the frame; happens. If there would be no frame; in the loop, it would just run and run and the interpreter would wait and wait and wait for the frame; which would just result in freezing.
