timer with non-return calculations.(Help)
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Thread: timer with non-return calculations.(Help)

  1. #1
    Join Date
    Oct 2013
    Posts
    1

    timer with non-return calculations.(Help)

    First of all, hello everyone and thanks, for taking your time to read my thread. Sorry, if i made some mistakes in thread title.
    What i want to do? Well my game runs in a while loop, as you can see in the code below. I need a timer, which won't stop this loop or freeze it, but it will wait, until timer is over and executes code without interfering with the while or for loop.

    Code:
    Code:
    #include <iostream>
    #include <iomanip>
    #include <windows.h>
    #include <ctime>
    
    using namespace std;
    
    char *map[25][25];
    
    int carX = 19, carY = 9;
    int random_obj_pos = rand() % 17 + 1;
    int tempPlus = -1;
    
    bool obstacleSpawned = false;
    
    enum {
        BLACK = 0,
        DARK_BLUE = 1,
        DARK_GREEN = 2,
        TEAL = 3,
        DARK_RED = 4,
        DARK_PURPLE = 5,
        GOLD = 6,
        GREY = 7,
        DARK_WHITE = 8,
        BLUE = 9,
        GREEN = 10,
        CYAN = 11,
        RED = 12,
        PURPLE = 13,
        YELLOW = 14,
        WHITE = 15
    };
    
    void setColor(const int foreground, const int background) {
    
        int Color = foreground + (background * 16);
        HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
        SetConsoleTextAttribute(hConsole, Color);
    
        return;
    }
    
    void placeCursor(const int x, const int y) {
    
        HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
    
        COORD placeCursorHere;
        placeCursorHere.X = x;
        placeCursorHere.Y = y;
    
        SetConsoleCursorPosition(hConsole, placeCursorHere);
        return;
    }
    
    // TODO, dosen't work...
    void deleteCursor(const int x, const int y) {
        deleteCursor(x, y);
        return;
    }
    
    void loadMap() {
        // Loads te map with spaces and walls.
       for (int a = 0; a < 20; a++)
       {
           for (int b = 0; b < 20; b++)
           {
               map[a][0] = "|";
               map[a][18] = "|";
               map[a][b] = " ";
           }
       }
    }
    
    void loadObstacles() {
        // Load obstacles
       for (int j = 1; j <= 3; j++)
       {
           for (int i = 1; i <= 3; i++)
           {
                map[j + tempPlus][random_obj_pos] = "x";
           }
       }
    }
    
    void moveObjects() {
        if (!obstacleSpawned)
        {
          random_obj_pos = rand() % 17 + 1;
          obstacleSpawned = true;
        } else {
          tempPlus++;
          if (tempPlus > 19)
          {
            obstacleSpawned = false;
            tempPlus = -1;
          }
        }
    }
    
    bool delayTimer(double secoundsToDelay) {
        clock_t startTime = clock();
    
        clock_t testTime;
    	clock_t timePassed;
    	double secondsPassed;
    
    	while(true)
    	{
    		testTime = clock();
    		timePassed = startTime - testTime;
    		secondsPassed = timePassed / (double)CLOCKS_PER_SEC;
    
    		if(secondsPassed >= secoundsToDelay)
    		{
    			return true;
    		}
    	}
    	return false;
    }
    
    void drawMap() {
        // display the map.
       for (int a = 0; a < 20; a++)
       {
           for (int b = 0; b < 20; b++)
           {
               cout << map[a][b];
               if (b >= 19)
                cout << endl;
           }
       }
    }
    
    inline void mySleep(clock_t sec)
    {
        clock_t start_time = clock();
        clock_t end_time = sec * 1000 + start_time;
        while(clock() != end_time);
    }
    
    void resetCarPosition(int oldCarX, int oldCarY, int newCarX, int newCarY) {
        map[oldCarX][oldCarY] = " ";
    
        map[newCarX][newCarY] = "*";
        carX = newCarX;
        carY = newCarY;
        return;
    }
    
    int main() {
        int UpArrow = 0;
        int DownArrow = 0;
        int LeftArrow = 0;
        int RightArrow = 0;
    
        int tempX = carX, tempY = carY;
    
        do {
            UpArrow = GetAsyncKeyState(VK_UP);
            DownArrow = GetAsyncKeyState(VK_DOWN);
            LeftArrow = GetAsyncKeyState(VK_LEFT);
            RightArrow = GetAsyncKeyState(VK_RIGHT);
    
            if (UpArrow != 0 && map[carX - 1][carY] == " ") {
                if (tempX > 1)
                    tempX--;
            } else if (DownArrow != 0 && map[carX + 1][carY] == " ") {
                if (tempX < 19)
                    tempX++;
            } else if (LeftArrow != 0 && map[carX][carY - 1] == " ") {
                if (tempY > 1)
                    tempY--;
            } else if (RightArrow != 0 && map[carX][carY + 1] == " ") {
                if (tempY < 17)
                    tempY++;
            }
    
            placeCursor(0, 0);
            setColor(TEAL, BLACK);
            loadMap();
            moveObjects();
            loadObstacles();
            resetCarPosition(carX, carY, tempX, tempY);
            drawMap();
            //mySleep(3);
    
                Sleep(50);
                if (GetAsyncKeyState(VK_ESCAPE))
                    exit(0);
            } while (true);
    
        return 0;
    }

  2. #2
    Join Date
    Dec 2012
    Location
    England
    Posts
    2,272

    Re: timer with non-return calculations.(Help)

    I need a timer, which won't stop this loop or freeze it, but it will wait, until timer is over and executes code without interfering with the while or for loop
    What OS are you using? If you are using Windows, have a look at Waitable Timers
    http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx
    All advice is offered in good faith only. You are ultimately responsible for effects of your programs and the integrity of the machines they run on.

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