Using Event Groups like a pro
Author: | canazza
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Submitted: | 21st July, 2003
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Views: | 5170
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Good evening...
tonight, I will tell you a tale of horror, suspense and intregue, a tale which will chill you to the depths of your soul.
There once was a kliker, like many others, who's code was a mess, it was unorganised, higgldypiggldy if you will.
Events were here, there, everywhere, mixed and mashed in no semblance of order.
But he found a saviour, that saviour was Event groups.
Event groups can be found (in TGF/CNC) under the same button you would use in the frame editor to create an object (the little blue circle in a square)
You can name the group, something meaningful, like "movement" or "Cannon fodder"
Inside will be events related to that title, for example, under movement would be your custom movement, under Cannon fodder would be the coding for the little bunny rabbits that hop across the screen.
The benifit of this is that code under these headings is much easier to see and understand, and not only that, you can switch them off using events!
Also, you can close unwanted ones up, and, if you do that and then click on one of the icons, all groups that don't contain that object DISAPEAR!!!!
Not only can this clear up your code and make it much easier to view, it can help if you are making an engine to give out open source (best if mixed with comments too )
Now although this will have no impact on the dynamics of your game, it will make it much easier to fix bugs/ignore player control (if you have a custom movement that involves more keys than the player control object has) and much more (including making an easy multi-weapon code)
And so, thanks to Event groups, our intrepid kliker found out all the bugs in his game and fixed them, and made a few new features out of it too...
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canazza
Registered 18/12/2002
Points 850
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