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en:tutorials:objects:object [2020/08/21 06:05 (4 years ago)] – ↷ Page moved from en:tutorials:object to en:tutorials:objects:object sausageen:tutorials:objects:object [2020/08/31 05:28 (4 years ago)] (current) – ↷ Links adapted because of a move operation sausage
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 //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.\\ //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 [[locale|C++/localization tutorial]]))+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 =====
en/tutorials/objects/object.1598015148.txt.gz · Last modified: 2020/08/21 06:05 (4 years ago) by sausage