A lightweight Lua module for scheduling delayed and recurring function calls with chainable events and groups.
Tick is a small Lua module that simplifies calling functions after a delay or at regular intervals. It solves the problem of managing timed callbacks in real-time applications like games by providing a clean, minimal API for scheduling and controlling function execution.
Lua developers, particularly those working on game projects or real-time applications that need simple timer functionality without heavy dependencies.
Developers choose Tick for its simplicity, lightweight design, and practical features like event chaining and independent groups, which make it easier to manage complex timing logic compared to manual timer implementations.
Lua module for delaying function calls
The :after() method enables sequential delays without deep nesting, as shown in the README example for printing 'cat', 'dog', 'owl' with 1-second intervals.
Groups created via tick.group() allow pausing and destroying event sets independently, ideal for game pausing scenarios described in the README.
With a single Lua file and no dependencies, Tick is easy to drop into projects and has a small footprint, perfect for resource-constrained environments like games.
Functions like tick.delay() and tick.recur() provide straightforward scheduling, reducing the boilerplate of manual timer management.
Developers must call tick.update(dt) each frame with accurate delta time, adding maintenance burden and risk if delta time is inconsistent or incorrect.
The README doesn't address error handling for callbacks, leaving it to users to wrap functions in pcall or similar mechanisms to prevent crashes.
Missing functionalities like time scaling, individual timer pause/resume without groups, or support for complex scheduling patterns limit its use in advanced scenarios.
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