Hello guys (and gals).
I've read some posts about extending the juggler to make your own and override the update event so that you can pause or apply a multiplier to your animation to speed up or slow down animation. As I understand it so far, it works for Tweens.
My questions is whether this also applies to DelayedCalls that are on the juggler.
I'm using DelayedCall objects to make repeating calls. Basically a timer from as3.
My current project is a tower defense game and making a 2X speed button like in almost all TD's out there.
Right now my towers have a DelayedCall object, fireSpeed, this DelayedCall is added to the juggler, and so far it's working as expected. 2 or 3 times a second it fires a bullet (depending on the tower firing speed).
So if I wanted to make the towers shoot twice as fast as they are doing right now, does the same approach of applying a multiplier to the update function work?
Other than that I can only think about making it so that the update call is relayed once every two frames, so that when the speed up is on I relay the update call every frame and it will (in theory) go twice as fast. Right? Would that even work?
Are the DelayedCalls affected by this, or not?