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<h2>Turn scheduling</h2> | |
<p>In turn-based games, <em>actors</em> (player, enemies, everything that moves or acts) often differ by their speed. However, since the game happens in turns, | |
the speed is more accurately described as a frequency in which turns happen for a particular actor. <code>ROT.Scheduler</code> is a simple tool designed to | |
simplify the task of selecting proper actor for a turn, based on the abstract speed of all actors.</p> | |
<p>First, you need to fill the scheduler instance with actors. There are very few requirements on actors: they need to be JS objects with method <code>getSpeed()</code>, | |
which returns a number. An actor with speed=100 will get twice as many turns as actor with speed=50.<br/> | |
You can then repeatedly call the scheduler's <code>next()</code> method: it returns the actor whose turn should start.</p> | |
<div class="example"> | |
var scheduler = new ROT.Scheduler(); | |
var getSpeed = function() { | |
return this.speed; | |
} | |
/* generate four actors */ | |
for (var i=0;i<4;i++) { | |
var actor = { | |
speed: ROT.RNG.getPercentage(), | |
number: i+1, | |
getSpeed: getSpeed | |
} | |
scheduler.add(actor); | |
SHOW("Object #%s has speed %s.".format(actor.number, actor.speed)); | |
} | |
/* simulate several turns */ | |
var turns = []; | |
for (var i=0;i<40;i++) { | |
var next = scheduler.next(); | |
turns.push(next.number); | |
} | |
SHOW("\nGenerated order of turns:"); | |
SHOW(turns.join(" ") + " ..."); | |
</div> | |