Difference between revisions of "GetSteamStat"
From The Official Visionaire Studio: Adventure Game Engine Wiki
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− | Returns the | + | 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! | ||
<div class="toccolours mw-collapsible mw-collapsed" style="background: #f0f0f0; border: 1px dashed darkgrey" width="100%"> | <div class="toccolours mw-collapsible mw-collapsed" style="background: #f0f0f0; border: 1px dashed darkgrey" width="100%"> | ||
<b>Additional Info</b> | <b>Additional Info</b> | ||
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Syntax: | Syntax: | ||
<syntaxhighlight> | <syntaxhighlight> | ||
− | + | getTime({flags=1, reset}) | |
</syntaxhighlight> | </syntaxhighlight> | ||
Line 22: | Line 23: | ||
Example: | Example: | ||
<syntaxhighlight> | <syntaxhighlight> | ||
− | + | -- 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! | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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<b><u>Arguments</u></b> | <b><u>Arguments</u></b> | ||
− | + | none | |
− | + | ||
+ | |||
+ | <b><u>Flags</u></b> | ||
+ | |||
+ | <b>r/reset</b> <br/> | ||
+ | True resets timer back to zero; false does nothing (if no flags are set then reset will be false by default) | ||
+ | |||
− | + | <b><u>Return</u></b> | |
− | + | <b>time</b> <br/> | |
− | The integer value of the | + | The integer value of the current time (in ms) |
− | {{i18n| | + | {{i18n|GetTime}} |
Revision as of 18:25, 11 March 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!
Additional Info
This command will only work if the steam_api library was included (& successfully loaded) & if a steam account for your game exists!
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)