GetClone
(Difference between revisions)
Dahnielson (Talk | contribs) m |
Dahnielson (Talk | contribs) m |
||
Line 1: | Line 1: | ||
− | {{lua-function|getClone|}} | + | {{lua-function|getClone|object}} |
Clone an object. | Clone an object. | ||
+ | |||
+ | {{lua-function-param|object|object to operate on}} | ||
object = getObject("object") | object = getObject("object") |
Revision as of 00:14, 9 February 2014
getClone(object)
Clone an object.
-
object
: object to operate on
object = getObject("object") objectClone = getClone(object)
For referencing you can store them into a table :
object = getObject("object") cloneList = {} function onSceneUpdate() if onKeyDown("SPACE") then table.insert(cloneList, #cloneList + 1, getClone(object)) -- create a clone end end
With that method, the first clone will be cloneList[1], second clone will be cloneList[2], and so on..
To manage all these clones at once you could add to the script, for example :
for i=1, #cloneList do rotate(cloneList[i], {0, 0, 1}, 1, "local") end
In this case all the clones currently on the scene and the newly created ones will rotate.
Notes:
- They keeps the base object active behavior
- They keeps physics proprieties
- They don't keep the translate/force/etc.. values of the base object from lua script (because they are new objects)
Warning: Spawning a lot of clones in a very short time may cause slow-down, because.
- memory allocation : each cloning allocate new memory, fast games (like a shoot'em'up) usually pre-allocate memory.
- when using physics, the new object need to be also allocated to the physics world
- when using sound, the source need to be also allocated to the sound context