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  • Add a Timeline Track to an Object
  • tracks_commands
  • Guide to the Orx Console and Commands
Guide to the Orx Console and Commands: 20 Hits
===== Guide to the Orx Console and Commands ===== Beginners and seasoned Orx developers may not have tapped... hese elements and values. You can experiment with commands which can then be used in Tracks within your game... s available to everyone so that you can work with commands and configuration demonstrated in this guide. If... :command:bounce-app-console.png |}} ==== Finding Commands and Navigating ==== There are over 170 commands
Command Module notes: 9 Hits
th tilde (~). ''Command.ListCommands'' lists all commands ''Command.ListCommands <prefix>'' filters list by... e.g. ''Command.ListCommands Config'' only shows commands for the config module ''Command.Help <command>''... nfig for something more data-driven. ====== Core Commands ====== These commands are registered by the Orx system automatically. See below for the macro orxCOMMAND_R
Using orxhub: 6 Hits
. * Run: (**Note for Windows Users:** Run these commands in git bash shell.) <code> git init ./orxpm.sh </... ing command: (**Note for Windows users:** The CLI commands given in this tutorial depend on the BASH shell, ... .sh # merge conflict expected here </code> These commands will install the ''minimal'' package from orxhub.... w let's finish the merge by issuing the following commands: <code> git add README.md git commit --no-edit #
Tracks: 6 Hits
bring up the Console with the ` key. Enter these commands: <code> >Object.Create GameOverObject Object.Ad... fect to it. So that looks good. Let's take these commands and make an actual Track with it: <code> [GameOv... little different. In the track config above, both commands will occur after two seconds. After a two second ... e Console with the ` key. Enter the first two commands: <code> >Object.Create PanelObject >Object.Crea
Setting up a game project on the Mac: 2 Hits
ound for option '-L/usr/lib64' Running post-build commands cp -f ../../../lib/dynamic/liborx*.dylib ../../..... he post-build step of: <code> Running post-build commands cp -f ../../../lib/dynamic/liborx*.dylib ../../..
Examples: 2 Hits
</wrap> <wrap headline-image>[[en:examples:tracks_commands:main|{{headers:headline-command-tracks.png|}}]] <span>Tracks / Commands</span></wrap> <wrap headline-image>[[en:examples:
The Command Module: 2 Hits
ovides a **__Console__** that allows you to enter commands to manipulate Objects, the Config, and other part... lue = 0; StartValue = 1; </code> Now onto the commands: <code> > Object.Create Fighter > Object.AddFx <
Tutorials Listed By Subject: 2 Hits
acks.png|}}]] <span>Guide to the Orx Console and Commands</span></wrap> <wrap headline-image>[[en:tutorials... </wrap> <wrap headline-image>[[en:examples:tracks_commands:main|{{headers:headline-more.png|}}]] <span>See
Autosized Displays and Objects: 1 Hits
where to get the specified screen size? By using commands in your properties to get the current real screen
Object Examples: 1 Hits
</wrap> <wrap headline-image>[[en:examples:tracks_commands:add_timeline_track_to_object|{{headers:headline-t
tracks_commands: 1 Hits
</wrap> <wrap headline-image>[[en:examples:tracks_commands:add_timeline_track_to_object|{{headers:headline-t
Cloning and building the Orx library on the Mac with gmake: 1 Hits
ound for option '-L/usr/lib64' Running post-build commands cp -f ../../../lib/dynamic/liborx*.dylib ../../..
Compiling Orx with MinGW-w64/gmake on Windows: 1 Hits
ing.c orxTree.c Linking orxLIB Running post-build commands cmd /c copy /Y ..\..\..\lib\dynamic\orx*.dll ..\.
Main settings: 1 Hits
<alias>: Aliases can be defined as shortcuts for commands. Those shortcuts can include parameters in their
Using the Android Demo as a template for your own projects: 1 Hits
Creating your own Orx-based Project using 'init': 1 Hits
The Orx Bounce Demo: 1 Hits
Creating Maps in ScrollEd: 1 Hits
Part 17 - Timeline Tracks: 1 Hits

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