Overview
Queue a call to a function until a later frame.Unlike setTimer(), queue() does not repeat. It will make a single call to the named function at a later frame in the game.
Queued functions persist the save/load cycle. You can therefore look at Saved game files to see what queued functions were defined at the time the game was saved.
Syntax
queue(functionName,gameObject);
Parameters
Parameter | Mandatory | Type | Description |
---|---|---|---|
functionName | String | A string containing the name of the function to call. The function must be defined on the global scope - it cannot be a method of an object or anything like that. If you pass in a function, or the name of a function not on the global scope, an exception will be thrown. | |
gameObject | Game object | An optional game object that will be passed in to your function when it gets called. If the object gets destroyed, the associated queued call will be cancelled automatically. |
Return value
It's not clear what the return value will be, so ignore it.
Example
function foo(gameObj) { // do stuff } queue("foo",someGameObject); // after a short delay, global["foo"](someGameObject) will be called.
See also
- setTimer() – similar to queue, but will repeatedly call the function at a defined interval
- removeTimer() – cancels all timers associated with a function