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quip.delay


->delayclj

(->delay remaining f & {:keys [tag] :or {tag :none}})

Create a delay which will execute a function in a specified number of frames.

Create a delay which will execute a function in a specified number of
frames.
sourceraw docstring

add-delayclj

(add-delay {:keys [current-scene] :as state} d)

Add a delay into the current scene.

Add a delay into the current scene.
sourceraw docstring

add-sprites-to-sceneclj

(add-sprites-to-scene remaining new-sprites)

Create a delay which adds new sprites to the current scene.

Create a delay which adds new sprites to the current scene.
sourceraw docstring

add-tween-to-spritesclj

(add-tween-to-sprites remaining tween sprite-selection-fn)

Create a delay which adds a tween to the collection of sprites which satisfy the sprite-selection-fn.

Create a delay which adds a tween to the collection of sprites which
satisfy the `sprite-selection-fn`.
sourceraw docstring

apply-allclj

(apply-all state ds)

Apply a sequence of delayed functions to the game state.

Apply a sequence of delayed functions to the game state.
sourceraw docstring

finished?clj

source

sequential-delaysclj

(sequential-delays delays & {:keys [initial-delay] :or {initial-delay 0}})

Creates a sequence of delays from a given list of [time on-complete-fn] tuples where each time is relative to the ending of the previous delay.

Creates a sequence of delays from a given list of [time
on-complete-fn] tuples where each time is relative to the ending of
the previous delay.
sourceraw docstring

update-delayclj

(update-delay d)

Decrement :remaining but stop at 0.

Decrement `:remaining` but stop at 0.
sourceraw docstring

update-delaysclj

(update-delays {:keys [current-scene] :as state})

Update all the delays in the current scene and apply the ones that have finished.

Update all the delays in the current scene and apply the ones that
have finished.
sourceraw docstring

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