class TimeEvent
{
double waitTime;
double timeCount;
bool set = false;
public TimeEvent(double waitTime)
{
this.waitTime = waitTime;
}
public double WaitTime
{
get
{
return waitTime;
}
set
{
waitTime = value;
}
}
public void Set(double elapsedTime)
{
set = true;
timeCount = 0;
}
public void Process(double elapsedTime)
{
if(set)
{
timeCount += elapsedTime;
if(timeCount > waitTime)
{
set = false;
}
}
}
public bool CheckTimeUp()
{
return !set;
}
}
Anyway I had a problem with performing actions in the game - you could do them two fast. You could open and shut the chest many many times, when you just wanted to open it. So in the mouse user interface I've a delay time event of 1ms, so there's 1ms wait before you perform another event. This works rather nicely.
...of course I should really be revising, but that suddenly make my game projects seem far far more enticing.
(Updated so less illogical!)
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