The fifth part shows how to use a spawner linked to an object.
A spawner allows to generate/spawn objects. It can be manually triggered in code (to spawn bullets or a wave of NPCs, for example), but it can also be on a semi-automated mode.
This tutorial covers this last mode.
For auto-spawning, a spawner needs to be linked to an object from which it'll take clock info. If the object on which it's linked is slowed down (or sped up), time for the spawner will also be affected.
Basic controls include delay between two waves and the number of object to spawn in a wave.
A spawner can also affect the spawned objects' properties (scale, speed, orientation, color, alpha, etc...).
Some events will allow easy spawning control, such as spawned object initialization and destruction, wave start and stop, empty, reset, ...
All spawned objects will take their basic properties from the config files, but you can also add you own structure and logic for spawned objects, listening to spawners events. This comes to be very handy for generic object creation.
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For more info, please see orx-project.org
Tutorial files (including executable) can be found here: orx-project.org/orx/orx-test-video.zip