Search the Community

Showing results for tags 'timing loops'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Platform
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hi All, I've seen discussions about the use of timers for control of timed repetition, and examples that use Phaser.time as well as others that use the setInterval mechanism. My question is - is there a best practice recommendation on which way is better? In my situation, I require the use of intervals in order to move a character sprite along a predefined path (generated by A*). There appear to be a number of different ways to do this, and the interpolation function popped up during my research as well. I'm keen to find out the trade offs and decision making involved by folks, and whether there is a recognised or standard best way to do it. Kind Regards, Andrew.