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A LevelTime object that is given a name can be controlled by scripts.
A LevelTime object is instantiated by a definition in the level file. It can be accessed by scripts using its name and from the console as sector.name.
Example of a definition:
(leveltime (name "TIME") (time 300) )
The above time will be exposed under the name TIME in the scripting engine, and start out with a time of 300 game seconds. Example usage:
TIME.stop(); wait(30); TIME.start();
This will cause the time to suddenly stop, then start up again after 30 seconds.
This will stop the time.
|start()||Resumes the countdown (assuming it isn't already started, in which case it does nothing)|
|stop()||Pauses the countdown (assuming it isn't already stopped, in which case it does nothing)|
|float get_time()||Returns the number of seconds left on the clock|
|void set_time(float time_left)||Changes the number of seconds left on the clock|
|Ambient sound · Camera · Candle · Display effect · Floating image · Globals · Level · Level time · Path · Platform · Player · Scripted object · Sector · Sound · Text · Thunderstorm · Tilemap · Will-o-wisp · Wind|