On Fri, Dec 2, 2011 at 3:06 PM, Miguel Morales <[email protected]>wrote:

> Why are you using timers?  That seems needlessly complicated.
> Use a game loop that keeps a constant frame rate.
> Maintain state in your sprite objects, use the game loop to update this
> state.
> Then on a separate draw loop draw the sprite according to its state.
>
> Then you dont have to worry about weird sync issues.
>

Well, I am using timers with the state design pattern so that when each
timer expires
I transition to a new state or update a variable. It keeps my code sparated
into neat
modules.

I have a separate draw function which runs after calling update(deltaTime)
on the model (sprites).
Without timers the code could become a mess with lots of time-keeping
variables decremented
on each update to the game loop and lots of tests to see which state the
sprites are in accordingly...

>
> On Fri, Dec 2, 2011 at 5:45 AM, John Goche <[email protected]>wrote:
>
>>
>> Hello,
>>
>> I have an android game which uses timers to update the screen sprites.
>> When the user wishes to pause the screen I have to know which timers
>> are pending and how long is missing before their expiration time. So this
>> means I have to maintain separate data structures for each Handler to
>> keep track of:
>>
>> A. when the timer is set (timerSetTime) with System.nanoTime() and
>> B. how long before it expires (timerExpirationLength) so that
>>
>> when the user pauses the game screen I cancel all timers
>> and then when the user unpauses for each paused timer I compute
>>
>> unpauseTime = System.nanoTime()
>>
>> and then reset each timer to timerExpirationLength - unpauseTime +
>> timerSetTime
>>
>> and then when each timer expires unload the corresponding (timerSetTime
>> and timerExpirationLength)
>> data structure entry in the Handler subclass.
>>
>> OK, I have described my solution to the problem. The android Handler
>> system does not seem
>> to provide a custom solution to this problem so I had to implement my own
>> code. If anyone has
>> a better solution to the problem of dealing with game state timers when
>> the game is paused (so
>> that they are saved as part of the game state) I'd like to hear your
>> alternative solutions.
>>
>> Thanks,
>>
>>
>> John Goche
>>
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>
>
>
>
> --
> ~ Jeremiah:9:23-24
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