ScriptingLevelTime
From SuperTux
[edit] Summary
A LevelTime object that is given a name can be controlled by scripts.
[edit] Instances
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.
[edit] Example
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.
Console access:
sector.TIME.stop()
This will stop the time.
[edit] Methods
| 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 |
[edit] Constants
None

