Difference between revisions of "GetTime"

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Returns the number of milliseconds since the command was first called - or since the timer was reset! <br/>
 
Returns the number of milliseconds since the command was first called - or since the timer was reset! <br/>
 
Use this command for relative time measurements; for example: call getTime() at the beginning of an action & then again when the action has finished to get the time taken to perform said action!  
 
Use this command for relative time measurements; for example: call getTime() at the beginning of an action & then again when the action has finished to get the time taken to perform said action!  
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<b>Additional Info</b>
 
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<div>This command will only work if the steam_api library was included (& successfully loaded) & if a steam account for your game exists!</div>
 
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Revision as of 16:05, 2 April 2013

Command History

Available since v3.7


Returns the number of milliseconds since the command was first called - or since the timer was reset!
Use this command for relative time measurements; for example: call getTime() at the beginning of an action & then again when the action has finished to get the time taken to perform said action!


Syntax:

getTime({flags=1, reset})


Example:

-- let's store the current time in a variable & then check it against current time!
local initialTime = getTime()

-- we'll use this function to check current time elapsed & decided what action to perform!
function checkTime()
 if getTime() >= initialTime + 3000 then -- if current time more than equals initial time + 3 seconds then ... 
  -- do some action!
  getTime({flags=1, reset=true}) -- let's reset timer back to zero!
 end
end

-- the checkTime() function would be most effective, if included in a mainLoop event handler!


Arguments

none


Flags

r/reset
True resets timer back to zero; false does nothing (if no flags are set then reset will be false by default)


Return

time
The integer value of the current time (in ms)