GetClone

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(Created page with "Get an object clone object = getObject("object") objectClone = getClone(object)")
 
 
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Get an object clone
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{{lua-function|getClone|object}}
  
    object = getObject("object")
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Clone an object.
    objectClone = getClone(object)
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{{lua-function-param|object|object to operate on}}
 +
 
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<nowiki>object = getObject("object")
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objectClone = getClone(object)</nowiki>
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 +
For referencing you can store them into a table :
 +
 
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<nowiki>object = getObject("object")
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cloneList = {}
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function onSceneUpdate()
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    if onKeyDown("SPACE") then
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        table.insert(cloneList, #cloneList + 1, getClone(object)) -- create a clone
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    end
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end</nowiki>
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With that method, the first clone will be cloneList[1], second clone will be cloneList[2], and so on..
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To manage all these clones at once you could add to the script, for example :
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<nowiki>for i=1, #cloneList do
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    rotate(cloneList[i], {0, 0, 1}, 1, "local")
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end</nowiki>
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In this case all the clones currently on the scene and the newly created ones will rotate.
 +
 
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'''Notes:'''
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* 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)
 +
 
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'''Warning:''' Spawning a lot of clones in a very short time may cause slow-down, because.
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* 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
 +
 
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[[Category:Lua scripting]]
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[[Category:Lua function]]
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[[Category:Object]]

Latest revision as of 17:03, 15 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
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