Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Techniques for Particle burst

Author
Message
CattleRustler
Retired Moderator
22
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 12th Sep 2003 01:29 Edited at: 12th Sep 2003 01:31
I mocked up a quick "Space Inavders" game. I want to use short particle bursts where Player bullet hit Baddie, where Baddie bullet hit Player. The latter is not so important as the flow of the game is interupted anyway due to the fact that the player just died, I am more concerned with when the Player shoots the Baddie. I made a Particles Object and i can move it to the locations where the hits occurred, my question is how can I make a particle burst have some short duration (to represent baddie blowing up) with the flow of the main loop not being interupted during the duration between the Show Particle - Hide Particle commands. I was thinking of using the timer to get the time of hit, add 1000 or so to it in a var, then have a check also in the loop to release (hide) the particles - does this sound right?

thanks

-RUST-
CattleRustler
Retired Moderator
22
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 12th Sep 2003 02:29
the timer thing worked
Out of curiousity, does DBP have any concept of Threads/Threading?

-RUST-
BatVink
Moderator
23
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 12th Sep 2003 02:32
No threading. Maybe it does behind the scenes, but you can't get at it via the language.

Login to post a reply

Server time is: 2026-07-23 15:49:12
Your offset time is: 2026-07-23 15:49:12