Programming C, C++, Java, PHP, Ruby, Turing, VB
Computer Science Canada 
Programming C, C++, Java, PHP, Ruby, Turing, VB  

Username:   Password: 
 RegisterRegister   
 using time to add to rpg
Index -> Programming, Turing -> Turing Help
View previous topic Printable versionDownload TopicSubscribe to this topicPrivate MessagesRefresh page View next topic
Author Message
goroyoshi




PostPosted: Tue Apr 19, 2011 5:43 pm   Post subject: using time to add to rpg

how can i use the time to tell the game if the marketplace is open

i tried and failed
Turing:

var timepassed
loop
timepassed := Time.Elapsed %how would i detect what time it is and tell the program what to do
    if timepassed >  and timepassed < %i have no clue what to do
        %do whatever here
    else
        %do nothing
    end if
end loop
Sponsor
Sponsor
Sponsor
sponsor
Tony




PostPosted: Tue Apr 19, 2011 5:46 pm   Post subject: RE:using time to add to rpg

from Time.Elapsed
Quote:

The Time.Elapsed function returns the amount of time since a program (process) started running. The number of milliseconds since the program started running is returned.
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
Raknarg




PostPosted: Tue Apr 19, 2011 5:49 pm   Post subject: RE:using time to add to rpg

So are you trying to set it up so it opens at a specific time in real time? or are you doing some kind of hour based thing, where when you do some major action, an hour passes or something?
goroyoshi




PostPosted: Tue Apr 19, 2011 5:49 pm   Post subject: RE:using time to add to rpg

whoops sorry, then "time"
Turing:

var timepassed
loop
timepassed := time %how would i detect what time it is and tell the program what to do
    if timepassed >  and timepassed < %i have no clue what to do
        %do whatever here
    else
        %do nothing
    end if
end loop

yes, i would like to open the market when its a certain hour in real time
Raknarg




PostPosted: Tue Apr 19, 2011 5:56 pm   Post subject: RE:using time to add to rpg

You should look up time before you use it, however; you set timepassed as a string and then use:
time (timpassed)
That will set timepasses as a string version of whatever time it is at the moment.

For this problem, I would use strint. This converts a string into an integer. So to check the hour, you would use strint (timepassed (1 .. 2). Then you just compare the hour to the store's hours.
goroyoshi




PostPosted: Tue Apr 19, 2011 6:06 pm   Post subject: RE:using time to add to rpg

im trying to use strint but it returns as illegal character in string passed to strint
Raknarg




PostPosted: Tue Apr 19, 2011 6:17 pm   Post subject: RE:using time to add to rpg

Here, this might help. A random program i made with your stuff.
Turing:

var timepassed : string
loop
    time (timepassed)
    put timepassed
    if strint (timepassed (1 .. 2)) > 13 or strint (timepassed (1 .. 2)) < 9 then
        put "Its not inbetween 9 am and 1 pm."
        exit
    else
        put "It is inbetween 9 am and 1 pm."
        exit
    end if
    cls
end loop
Raknarg




PostPosted: Tue Apr 19, 2011 6:21 pm   Post subject: RE:using time to add to rpg

You dont change time. You check a variable you set with time. It checks the first two numbers of whatever timepassed was when it got to the if statement, or at least it does in my program.
Sponsor
Sponsor
Sponsor
sponsor
goroyoshi




PostPosted: Tue Apr 19, 2011 6:21 pm   Post subject: RE:using time to add to rpg

ok i see, i missed the 1 .. 2

+1 karma
Raknarg




PostPosted: Tue Apr 19, 2011 6:22 pm   Post subject: RE:using time to add to rpg

Yeah, checks only the hours. I beleive that in the morning its preceded by a zero, so it should work all hours of the day.
EDIT: thx Razz
Display posts from previous:   
   Index -> Programming, Turing -> Turing Help
View previous topic Tell A FriendPrintable versionDownload TopicSubscribe to this topicPrivate MessagesRefresh page View next topic

Page 1 of 1  [ 10 Posts ]
Jump to:   


Style:  
Search: