You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
✗ gop run .
im alive
im alive
im alive
im alive
im alive
im alive
im alive
im alive
im alive
call die
But if there's a dying animation, which requires some time to play, we'll get output like this:
✗ gop run .
im alive
im alive
im alive
im alive
im alive
im alive
im alive
im alive
im alive
call die
im alive
im alive
im alive
im alive
im alive
im alive
im alive
im alive
Game developers may perform more complex actions than just println "im alive", potentially affecting overall game behavior. They will have to maintain their own isDead state to avoid mistakes:
It is advisable to adjust SPX behavior to lessen the burden on game developers. We could stop scripts / coroutines when die is called, rather than waiting for the animation to finish.
As mentioned in #314 , if we call
die
of cloned sprite, its scripts / coroutines will be stopped.For sprite with code below:
We'll get output like this:
But if there's a dying animation, which requires some time to play, we'll get output like this:
Game developers may perform more complex actions than just
println "im alive"
, potentially affecting overall game behavior. They will have to maintain their ownisDead
state to avoid mistakes:It is advisable to adjust SPX behavior to lessen the burden on game developers. We could stop scripts / coroutines when
die
is called, rather than waiting for the animation to finish.Please share your ideas here, @xushiwei @JiepengTan.
The text was updated successfully, but these errors were encountered: