Game Maker's Garage Forum
Game Creation => SilverCreator => Topic started by: WarHampster on October 30, 2010, 08:58:13 PM
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Reminder to all SilverCreator programmers: ALWAYS make use of the extra boolean parameter on sprite commands. For example, MOVESPRITE 1,x,y should be MOVESPRITE 1,x,y,1.
From the SC manual:
updateScreen Parameter
Explanation
This is an optional parameter available on most sprite commands. When you pass TRUE to this parameter, the runtime will suppress the next screen update.
Each use of a sprite command causes an immediate screen update, reflecting the changes caused by the command. While this makes simpler games easier to code, sometimes this is not desirable for speed or aesthetic purposes.
Examples
// When you run this code, you will see each sprite briefly
// as it is transformed by each sprite command.
CREATESPRITE 1, "rocket"
MOVESPRITE 1, 50, 50
SCALESPRITE 1, 75
TINTSPRITE 1, 35, 35, 35, 50
// When you run this code, you will only see the final
// transformed sprite. This code will also run faster.
CREATESPRITE 1, "rocket"
MOVESPRITE 1, 50, 50, TRUE
SCALESPRITE 1, 75, TRUE
TINTSPRITE 1, 35, 35, 35, 50 // we don't put TRUE here, which causes the screen to update
Related Items
None.
Forgetting to tell SC to wait to update the screen will in most cases result in terrible lag!
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Awesome. In GM we set the sprout's layer to a negative value and the sprite(s) won't update the screen untill a positive value layered sprite is drawn.
EDIT:
LOL! Sprout's? Ruddy iPhone...
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This feature is especially useful for level rendering. Seeing all the sprites of the level appear one at a time over the course of a half-second isn't very good-looking. ;)
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I might make it a checkbox in future versions, for all sprite commands to assume TRUE for the extra boolean parameter unless you specifically say FALSE. This would be a per-project checkbox.
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Sounds good to me, that would keep the feature in but make things easier for when you dont need it