I have this half-baked idea of running a turn for 1 or 2 seconds in real time and then pausing the run for user interaction with objects.
The objects I have have speed and rotation angles assigned. From that perspective I need to temporary remove qualities that make objects move.
Besides going through objects and setting speed and rotation to zero, is there a better way to put a set of objects into immobile state. I don't want to remove the objects from the scene.
Thanks
Comments
If you want them to not be updated at all, including any components attached to them (beside sound), you can call orxObject_Pause().
If you want a smooth transition, you can also attach a clock to them (can even be linked in config), and slow down that clock till you reach complete pause.
I had an object set to move with ini Speed and it paused successfully. However, object set to move with orxObject_SetSpeed or orxObject_SetAngularVelocity does not seem to be affected by orxObject_Pause function.
orxClock_Pause seems to work as expected.
When an object is not updated anymore by orx, the physics simulation however still continues to run.
If you don't want objects that have a body to move, you can call orxPhysics_EnableSimulation(), however that will affect all the objects which have a body.
Btw, I already mentioned it earlier but I really recommend using Scroll, which simplifies a lot objects interactions/handling.
Indeed.
Scroll does simplify objects interaction. I got pause without physics further than what I had with C only code. It is certainly easier to keep things separated.