Is there anyway for me to somehow manipulate how fast time goes in my project or like slow physics down to make it look like that time is slowing down?
Thanks in advance
Is there anyway for me to somehow manipulate how fast time goes in my project or like slow physics down to make it look like that time is slowing down?
Thanks in advance
@Creator27 - the only way I know to slow things down is to build into your display routine a variable delay which you control from the system timer or just increment the delay loop variable. It could get a little jerky though especially if you have something like a logarithmic decay.
Not sure if this works with physics though as that should drive to its own timetable.
@Bri_G, Iām not so sure what you mean. Could you possibly show me an example of what you mean?
Thanks
i added a simple way to do this into my project -
set a parameter or global var called TIME_SCALE
and add a wrapping class for physics. body and one for your game object (craft model) and give them an update function that you call in your draw
then in the update you detect the diff in position and multiply it by TIME_SCALE and set the position to the new one -
function Body:init()
self.prevX = 100
self.prevY = 100
self.body = physics.body()
self.body.x = self.prevX
self.body.y = self.prevY
self.prevAngle = 0
self.body.angle = self.prevAngle
end
function Body:update()
if self.body.x ~= self.prevX then
local diff = (self.prevX - self.body.x) * TIME_SCALE
self.prevX = self.prevX - diff
self.body.x = self.prevX
if self.GameObject then
self.GameObject.x = self.body.x
end
end
if self.body.y ~= self.prevY then
local diff = (self.prevY - self.body.y) * TIME_SCALE
self.prevY = self.prevY - diff
self.body.y = self.prevY
if self.GameObject then
self.GameObject.y = self.body.y
end
end
if self.body.angle ~= self.prevAngle then
local diff = (self.prevAngle - self.body.angle) * TIME_SCALE
self.prevAngle = self.prevAngle - diff
self.body.angle = self.prevAngle
if self.GameObject then
self.GameObject.angle = self.body.angle
end
end
end
and basically the same thing for anywhere you want to see timescale have an effect you would do a similar thing