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Frame
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Revision as of 20:52, 25 June 2007 (edit) 87.177.23.239 (Talk) ← Previous diff |
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+ | === 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. | ||
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amount of pixels per game cycle (or per frame). | amount of pixels per game cycle (or per frame). | ||
- | Example | + | === Example === |
- | + | ||
<pre> | <pre> | ||
process square() | process square() |
Revision as of 20:54, 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.