Many games have an mechanism to record the passing of time: Passage changes the map and the sprite as time progresses linearly. Pokemon games employ cyclical time where a day-time and night-time mode affect both the colors of the map and the types of pokemon the player can encounter.
Creating a time passing feature could use either the computer system's internal clock (if time in the game should match time outside the game) or a tracking of the number of update cycles the game has run (if time should pass linearly in the game). In either case, the record of time could be a property of the game that can be accessed by other classes associated with the game (like Sprite, Map, or Engine to affect the visual representation or functionality of those classes.
I will assign this issue to myself and work on implementing it since it will be essential for my game about the passage of time.
Many games have an mechanism to record the passing of time: Passage changes the map and the sprite as time progresses linearly. Pokemon games employ cyclical time where a day-time and night-time mode affect both the colors of the map and the types of pokemon the player can encounter.
Creating a time passing feature could use either the computer system's internal clock (if time in the game should match time outside the game) or a tracking of the number of update cycles the game has run (if time should pass linearly in the game). In either case, the record of time could be a property of the game that can be accessed by other classes associated with the game (like
Sprite
,Map
, orEngine
to affect the visual representation or functionality of those classes.I will assign this issue to myself and work on implementing it since it will be essential for my game about the passage of time.