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Timed Event loops - AS3 vs Cinder
#include "cinder/app/AppBasic.h"
#include "cinder/gl/gl.h"
#include "cinder/Timeline.h"
#include "cinder/Rand.h"
using namespace ci;
using namespace ci::app;
using namespace std;
class CinderEventLoopApp : public AppBasic {
public:
void setup();
void mouseDown( MouseEvent event );
void update();
void draw();
void timerCalled();
CueRef mCue;
bool mGoing;
Anim<Vec2f> mNewPos;
};
void CinderEventLoopApp::setup()
{
mGoing = true;
//osx
mCue = timeline().add( bind( &CinderEventLoopApp::timerCalled, this), timeline().getCurrentTime() + 1 );
//windows
/*std::function<void()> a = std::bind(&CinderEventLoopApp::timerCalled, this);
mCue = timeline().add(a, timeline().getCurrentTime() + 1);*/
mCue->setDuration( 1 );
mCue->setAutoRemove( false );
mCue->setLoop();
}
void CinderEventLoopApp::timerCalled()
{
Vec2f randomPos( randFloat() * getWindowWidth(), randFloat() * getWindowHeight() );
timeline().apply( &mNewPos, randomPos, 1, EaseInOutQuad() );
}
void CinderEventLoopApp::mouseDown( MouseEvent event )
{
mGoing = !mGoing;
if(mGoing){
mCue->setLoop(); // start
}else{
mCue->setLoop( false ); //stop
}
}
void CinderEventLoopApp::update()
{
}
void CinderEventLoopApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
glPushMatrix();
gl::translate( mNewPos.value() );
gl::color( 1, 0, 0, 1 );
gl::drawSolidRect( Rectf( -50, -50, 50, 50 ) );
glPopMatrix();
}
CINDER_APP_BASIC( CinderEventLoopApp, RendererGl )
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.display.Sprite;
import fl.transitions.Tween;
import fl.transitions.easing.Regular;
import flash.events.MouseEvent;
// set up the timer
var timer:Timer = new Timer(1000);
timer.addEventListener(TimerEvent.TIMER, onTimerTick);
// set up the sprite that moves when the timer is called
var box:Sprite = new Sprite();
box.graphics.beginFill(0xff0000);
box.graphics.drawRect(-50, -50, 100, 100);
box.graphics.endFill();
addChild(box);
var going:Boolean = true;
// this is what happens each timer event
function onTimerTick( event:TimerEvent ) {
var boxTweenX:Tween = new Tween(box, "x", Regular.easeOut, box.x, Math.random()*stage.stageWidth, .9, true);
var boxTweenY:Tween = new Tween(box, "y", Regular.easeOut, box.y, Math.random()*stage.stageHeight, .9, true);
}
// start the timer
timer.start();
// Click to start/stop the timer
stage.addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent)
{
going = !going; // Toggle true/false
if(going){
timer.start();
}else{
timer.stop();
}
}
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