proton:variants
Differences
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proton:variants [2010/10/26 07:33] – created seth | proton:variants [2012/07/24 09:43] (current) – 6 members in a VariantList nowadays aki | ||
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Some code to see how they work: | Some code to see how they work: | ||
- | < | + | < |
// | // | ||
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</ | </ | ||
- | Caveat: Currently it will assert if you try to use more than 4 variables in a single VariantList. For speed, I don't dynamically allocate them as needed. | + | Caveat: Currently it will assert if you try to use more than 6 variables in a single VariantList. For speed, I don't dynamically allocate them as needed. |
====VariantDB==== | ====VariantDB==== | ||
A VariantDB is exactly what it sounds like. A key/data database of variants! | A VariantDB is exactly what it sounds like. A key/data database of variants! | ||
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Example: | Example: | ||
- | < | + | < |
VariantDB db; | VariantDB db; | ||
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You can also save and load them, making them perfect for keeping track of game settings. | You can also save and load them, making them perfect for keeping track of game settings. | ||
- | < | + | < |
db.Save(GetSavePath()+" | db.Save(GetSavePath()+" | ||
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In addition to setting and retrieving variant data by name, you can create and retrieve " | In addition to setting and retrieving variant data by name, you can create and retrieve " | ||
- | A function object (why do I call it this? confusing) | + | A function object (why do I call it this? confusing) |
In this way, you can sort of create labels that can be triggered easily, and these triggers can activate real functions that have been attached to them. | In this way, you can sort of create labels that can be triggered easily, and these triggers can activate real functions that have been attached to them. |
proton/variants.1288078435.txt.gz · Last modified: 2010/10/26 07:33 by seth