Issue806

Title Add global game clock
Priority feature Status open
Assigned To Keywords
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Submitted on 2015-04-23 07h48 by fluzz, last changed by matthiaskrgr.

Messages
Author: fluzz Date: 2015-04-23   07h48
It's time to think at introducing a global game clock to drive animations.

Blood spread on floor is a good example to explain its interest:

A blood print vanishes after 'some' seconds. Currently a counter of seconds is
set, decremented at each frame, until it comes to 0.

To avoid to have to scan all 'animated' objects, their 'counters' are changed
only when those objects are rendered, that is when they are visible.

For blood spread on a level, it means that if the player leaves that level and
come back several minutes later, all the blood prints will start to vanish only
at that time.

So, instead of decrementing a counter, we rather need to compare its value with
a current global clock.

The value of that global clock has to be saved in the savegame.
Author: jesusalva Date: 2015-04-23   15h14
We have game time on Michelangelo dialog, 
don't we?
So we add the game time at insertion and 
check if its already time to delete 
compared to game time.

If I understood correctly.
Author: fluzz Date: 2015-04-23   18h21
Game clock is not really the 'game time'.
The 'game clock' can be stopped for instance when running the takeover
mini-game, while the 'game time' must continue to run.

My post is a self-reminder to something we should work on in the near future,
rather than a description of what to do.
Author: matthiaskrgr Date: 2015-05-01   22h07
Sounds like a good idea to me.
History
Date User Action Args
2015-05-01 22:07:44matthiaskrgrsetmessages: + msg3153
2015-04-23 18:21:35fluzzsetmessages: + msg3131
2015-04-23 15:14:50jesusalvasetmessages: + msg3130
2015-04-23 07:48:11fluzzcreate