I was playing a racing game and after a while I started thinking how the gear shifting mechanism was implemented. I'm trying to do something similar, but much more simple. In this program I am printing out the number 128. as time goes on the number decreases. If I press a key at 4 secs the number should revert back to 128 and start decreasing again. My main issue is finding a way to calculate the multiplier as you see below. As you can see What I'm currently doing does not work. After 800 miliseconds the resulting value increases again and goes past 1. I want the max value at 1 so that when i press a button at 4 seconds the multiplier is 1 to get exactly 128. Thanks for your help in advance.
start timer
loop after this point
get time to variable
if button press
multiplier=1-(abs(time-400)/400)
clear timer
get time to variable
print (128*multiplier)*(100/(time+100))
Thanks for the help in advance.
start timer
loop after this point
get time to variable
if button press
multiplier=1-(abs(time-400)/400)
if multiplier < 0
multiplier = 0
clear timer
get time to variable
print (128*multiplier)*(100/(time+100))
Related
I have sript for 3 lcd display on my rassbery pi, and have problem with
time sleep function.
I would like to have a pause only for screen 3 ( after 10s show different data ), and the other LCD should run normaly, without time sleep - pause
example :
# LCD1
mylcd1.lcd_display_string("TEMP1:",1,0)
mylcd1.lcd_display_string(str(temp1),1,5)
mylcd1.lcd_display_string ("%s" %time.strftime("%H:%M:%S"),3, 0)
# LCD2
mylcd2.lcd_display_string("TEMP2:",1,0)
mylcd2.lcd_display_string(str(temp2),1,5)
# LCD3
mylcd3.lcd_clear()
mylcd3.lcd_display_string("TEMP3:",1,0)
mylcd3.lcd_display_string(str(temp3),1,5)
time.sleep(10)
mylcd3.lcd_clear()
mylcd3.lcd_display_string("DIM:",1,0)
mylcd3.lcd_display_string(str(dp1),1,4)
In this example is problem time in LCD1, It does not run smoothly, it has to wait 10s, and temperature data on LCD 1 and LCD 2 it must be refreshed in real time without delay....
Thank you for help!
I would say an easy way to go about this is have your LCD's that need to be updated running in a loop, and have a variable that is keeping track of the time.
Then within your loop have an if statement checking if the time % 10 seconds == 0 then run the refresh of the Screen that needs the delay.
I forgot to write .... the compete code is already in loop...
I want add time.sleep only for part for LCD3 ...
LCD3 change data every 10 sec.
I am a beginner in programming and I started to create a game in C++ where the player disappears from the screen(he dies) when a rock hits it.
What can i do to put the player back on the screen after 2 seconds?
I have number of lifes(LifeNb) a function which delete the player from the screen(removePlayer) and a function that add the player on the screen(addPlayer).
How can i do this using ?
int time = std::clock()/1000;
if(the rock hit) {
number of lives --;
remove player;
if(time == 2)
add player;
}
It's something like this?
One way to do it: When your player dies, store the current time (plus two seconds) to a variable. On each iteration of the game's event loop, check to see if the current time is greater than or equal to the time in the variable. If it is, restore the player, and set the variable's value to (a very large value that the clock will never reach).
clock_t timer = clock();
if ((clock()/CLOCKS_PER_SEC)-(timer/CLOCKS_PER_SEC) >= 2)
player.add();
If you just want to wait two seconds, however, you could also use the system library function sleep() for two seconds.
The sleep() function will delay for a specified number of seconds before continuing execution. It seems to be what you are looking for.
See here: http://pubs.opengroup.org/onlinepubs/009604599/functions/sleep.html
I have done a memory tiles program but i want it to be timed, i.e, the user shoud be able to play the game only for 2 mins. what do i do?
Also in linux sleep() does not work, what should we use for a delay??
I presume the game has a "main loop" somewhere.
At the beginning of the main loop (before the actual loop), take the current time, call this start_time. Then in each iteration of the loop, take the current time again, call this now. The elapsed time is elapsed_time = now - start_time;. Assuming time is in seconds, then if (elapsed_time >= 120) { ... end game ... } would do the trick.
I have a program that runs every 5 minutes when the stock market is open, which it does by running once, then entering the following function, which returns once 5 minutes has passed if the stock market is open.
What I don't understand, is that after a period of time, usually about 18 or 19 hours, it crashes returning a sigsegv error. I have no idea why, as it isn't writing to any memory - although I don't know much about the systemtime type, so maybe that's it?
Anyway, any help you could give would be very much appreciated! Thanks in advance!!
void KillTimeUntilNextStockDataReleaseOnWeb()
{
SYSTEMTIME tLocalTimeNow;
cout<<"\n*****CHECKING IF RUN HAS JUST COMPLETED OR NOT*****\n";
GetLocalTime(&tLocalTimeNow);//CHECK IF A RUN HAS JUST COMPLETED. IF SO, AWAIT NEXT 5 MINUTE MARK
while((tLocalTimeNow.wMinute % 5)==0)
GetLocalTime(&tLocalTimeNow);
cout<<"\n*****AWAITING 5 MINUTE MARK TO UPDATE STOCK DATA*****\n";
GetLocalTime(&tLocalTimeNow);//LOOP THROUGH THIS SECTION, CHECKING CURRENT TIME, UNTIL 5 MINUTE UPDATE. THEN PROCEED
while((tLocalTimeNow.wMinute % 5)!=0)
GetLocalTime(&tLocalTimeNow);
cout<<"\n*****CHECKING IF MARKET IS OPEN*****\n";
//CHECK IF STOCK MARKET IS EVEN OPEN. IF NOT, REPEAT
GetLocalTime(&tLocalTimeNow);
while((tLocalTimeNow.wHour < 8)||(tLocalTimeNow.wHour) > 17)
GetLocalTime(&tLocalTimeNow);
cout<<"\n*****PROGRAM CONTINUING*****\n";
return;
}
If you want to "wait for X seconds", then the Windows system call Sleep(x) will sleep for x milliseconds. Note however, if you sleep for, say, 300s, after some operation that took 3 seconds, that would mean you drift 3 seconds every 5minutes - it may not matter, but if it's critical that you keep the same timing all the time, you should figure out [based on time or some such function] how long it is to the next boundary, and then sleep that amount [possibly run a bit short and then add another check and sleep if you woke up early]. If "every five minutes" is more of an approximate thing, then 300s is fine.
There are other methods to wait for a given amount of time, but I suspect the above is sufficient.
Instead of using a busy loop, or even Sleep() in a loop, I would suggest using a Waitable Timer instead. That way, the calling thread can sleep effectively while it is waiting, while still providing a mechanism to "wake up" early if needed.
In pygame, I am using function "pressed_key"
This is my Code:
if(pressed_keys[K_y]):
base += 10;
But when I do it by pressing it only once, the "base" increased 200ish. I want to know if there is a way to increase the time between two entry?
Thanks for helping!
(p.s. I really dont know how to search similar questions on this question. I hope this is not duplicate. But in case it is, let me know. I will delete this question. Thanks again!)
Here http://www.pygame.org/docs/ref/key.html#pygame.key.set_repeat
pygame.key.set_repeat(delay, interval): return None
also:
pygame.key.get_pressed()[K_y]: return bool
another way is to get the time you accepted the "key pressing" ,and wait before accepting it again:
import time
interval = 100 #you set your interval in miliseconds
lasttime = 0
while 1:
draw() #draw routine
events() #another events
now = time.time() #save in one variable if you are going to test against more than one, reducing the number of time.time() calls
if(pressed_keys[K_y] and (now-lasttime)>interval):
lasttime = now
base += 10
time.time() Return the time in seconds since the epoch as a floating point number.
The epoch is the point where the time starts. On January 1st of that year, at 0 hours, the “time since the epoch” is zero. For Unix, the epoch is 1970.
knowing that, you are getting the time right now against the lasttime you saved it:
now-lasttime. When this delta is more than the interval, you are allowed to continue your event, don't forget to update your lasttime variable.
I hope you know enough about pygame to use a clock.
(For simplicity's sake we'll say the time interval required will be one second)
A simple solution would be to only check for input every second, using a simple counter and the pygame clock.
First off start the clock and the counter, outside of your main loop.
Also, add a boolean variable to determine if the key was pressed within this second.
FRAMERATE = 30 #(The framerate used in this example is 30 FPS)
clock = pygame.time.Clock()
counter = 0
not_pressed = True
Then inside the main loop, the first thing you do is increase the counter, then tick the clock.
while argument:
counter+=1
clock.tick(FRAMERATE)
Then were you have your code, an if statement to see if the button has been pressed this second:
if not_pressed:
if(pressed_keys[K_y]):
not_pressed=False
base += 10
#Rest of code:
if(pressed_keys[K_up]):
Finally, at the end of your main loop, add a checker to switch the boolean not_pressed back to True every second:
if counter == FRAMERATE:
counter=0
not_pressed=True
That should allow the program to only take input from the user once every second.
To change the interval, simply change the if counter == FRAMERATE: line.
if counter == FRAMERATE: would be 1 Second
if counter == (FRAMERATE*2): would be 2 Seconds
if counter == int(FRAMERATE/4): would be a quarter of a second*
*note- make sure you turn FRAMERATE divided by a number, into an integer, either by using int() surrounding the division, or by using integer division: (FRAMERATE//4)
For a similar example to see how everything fits, see this answer.
See also: Pygame: key.get_pressed() does not coincide with the event queue To use repeated movement while key is held down. Using state polling for those keys works better.