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en:orx:tutorials:object [2012/12/28 14:39 (11 years ago)] iarwainen:tutorials:objects:object [2020/08/31 05:28 (4 years ago)] (current) – ↷ Links adapted because of a move operation sausage
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 ===== Summary ===== ===== Summary =====
  
-As orx is data driven, here we only need two lines of code to create a viewport and an object. All their properties are defined in the config file ([[http://orx.svn.sourceforge.net/svnroot/orx/trunk/tutorial/bin/01_Object.ini|01_Object.ini]]).+As orx is data driven, here we only need two lines of code to create a viewport and an object. All their properties are defined in the config file ([[https://github.com/orx/orx/blob/master/tutorial/bin/01_Object.ini|01_Object.ini]]).
  
 The viewport is associated with a camera which is implicitly created from the info given in the config file. The viewport is associated with a camera which is implicitly created from the info given in the config file.
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 In a later tutorial we'll see how to generate complex object hierarchies or even a whole scene (all background and landscape objects for example) with only a single line of code. In a later tutorial we'll see how to generate complex object hierarchies or even a whole scene (all background and landscape objects for example) with only a single line of code.
  
-For now, you can try to uncomment some of the lines of [[http://orx.svn.sourceforge.net/svnroot/orx/trunk/tutorial/bin/01_Object.ini|01_Object.ini]], play with them, then relaunch this tutorial. For an exhaustive list of options, please have a look at [[http://orx.svn.sourceforge.net/svnroot/orx/trunk/tutorial/bin/CreationTemplate.ini|CreationTemplate.ini]].+For now, you can try to uncomment some of the lines of [[https://github.com/orx/orx/blob/master/tutorial/bin/01_Object.ini|01_Object.ini]], play with them, then relaunch this tutorial. For an exhaustive list of options, please have a look at [[https://github.com/orx/orx/blob/master/tutorial/bin/CreationTemplate.ini|CreationTemplate.ini]].
 ===== Details ===== ===== Details =====
    
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   return EXIT_SUCCESS;   return EXIT_SUCCESS;
 }</code> }</code>
 +
 +//Calling ''orx_Execute()'' will also make sure the clock module is constantly ticked (as it's part of orx's core) and that we exit if the orxSYSTEM_EVENT_CLOSE event is sent.\\
 +This event is sent when closing the windows, for example, but it can also be sent under your own criteria (escape key pressed, for example).//((more details on this and the whole game loop in the [[..:localization:locale|C++/localization tutorial]]))
  
 As orx is data driven, we don't need to manually load any data, such as a sprites. As orx is data driven, we don't need to manually load any data, such as a sprites.
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 Don't worry, all this will be covered in further tutorials. Don't worry, all this will be covered in further tutorials.
  
-Now we have an object, we need to learn how to interact with it. This brings us to our second tutorial: [[clock]].+Now we have an object, we need to learn how to interact with it. This brings us to our second tutorial: [[..:clocks:clock]].
  
 ===== Resources ===== ===== Resources =====
  
-Source code: [[https://bitbucket.org/orx/orx/src/2de6026f32be/tutorial/src/01_Object.c|01_Object.c]]+Source code: [[https://github.com/orx/orx/blob/master/tutorial/src/01_Object.c|01_Object.c]]
  
-Config file: [[https://bitbucket.org/orx/orx/src/2de6026f32be/tutorial/bin/01_Object.ini|01_Object.ini]]+Config file: [[https://github.com/orx/orx/blob/master/tutorial/bin/01_Object.ini|01_Object.ini]]
en/tutorials/objects/object.1356734344.txt.gz · Last modified: 2017/05/30 00:50 (7 years ago) (external edit)