How do I make the timer stop and reset?

edited March 2018 in Questions about Code

Hello.

I am coding a very simple game where you are controlling a green square that must get to the end of a maze as fast as possible. There is a timer that counts up when you start. I would like the timer to stop counting when you reach the end, and reset when you press 'V'. Also, when 'V' is pressed, I would like to reset the position of the green square. Can anyone help me with the code?

Thank you.

Tagged:
«13

Answers

  • void draw(){
      // ...
      if( !end_reached ){
        timer_increment();
      }
      timer_display();
      // ...
    }
    
    void keyPressed(){
      if( key == 'v' ){
        reset();
      }
      // ...
    }
    
    void reset(){
      timer_reset();
      green_square_reset();
    }
    

    Post your code if you need more help.

  • Here is the code

    /* Press 'q' to move up. Press 's' to move down. Press 'u' to move left. Press 'i' to move right. Press 'v' to restart. Get to the end as fast as possible. If you go on to the red areas, you will fail. */

    float x = 10; float y = 380;

    void setup(){ size(400,400); frameRate(60); }

    void draw(){ background(255,0,0); fill(0,255,255); rect(0,200,30,201); rect(30,200,320,30); rect(80,200,20,-100); rect(100,100,30,20); rect(130,100,20,50); rect(150,130,20,20); rect(170,150,20,-100); rect(170,50,-50,20); rect(120,70,-20,-70);

    if(x > 20 && y > 221){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 340 && y < 221 && y > 192){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 180 && y < 200){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 90 && x < 180 && y < 200 && y > 140){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 90 && x < 130 && y < 140 && y > 110){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 110 && x < 180 && y < 50 && y > 0){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > -1 && x < 80 && y < 200 && y > -1){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 80 && x < 100 && y < 100 && y > -1){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 100 && x < 170 && y < 100 && y > 60){ fill(255); textSize(140); text("FAIL",60,370); }

    if(x > 140 && x < 170 && y > 100 && y < 130){ fill(255); textSize(140); text("FAIL",60,370); }

    int sec = millis()/1000; fill(255); textSize(26); text(sec,300,30);

    if(keyPressed){ if(key == 'v'||key == 'V'){ x = 10; y = 380; } }

    if(y <2){

    }

    fill(0,255,0); rect(x,y,10,10);

    if(keyPressed){ if(key == 'q'||key == 'Q'){ y = y - 1; } }

    if(keyPressed){ if(key == 's'||key == 'S'){ y = y + 1; } }

    if(keyPressed){ if(key == 'u'||key == 'U'){ x = x - 1; } }

    if(keyPressed){ if(key == 'i'||key == 'I'){ x = x + 1; } }

    if(x > width-10 ){ x = width-10; }

    if(x < 0 ){ x = 0; }

    if(y > height-10 ){ y = height-10; }

    if(y < 0){ y = 0; } }

  • edited May 2018

    I did not create the class "green_square". Do I have to create it? Right now it is just a rectangle. I also did not create the class "timer".

    Also, I would like the code to be like:

    if(keyPressed){ if(key == 'v'||key == 'V'){ (The required code) } }

    I am a little new to Java, by the way, so I really appreciate your patience.

  • TfGuy44, how did you copy/paste your code together with the line numbers and formatting?

  • Edit post, highlight code, press ctrl-o to format.

    There's a sticky post that tells you exactly how to format things, but the above is usually enough.

  • Your code is very WET. WET stands for Write Everything Twice. WET stands for Write Everything Twice. WET stands for Write Everything Twice. Whoops, that's three times. Whoops, that's three times.

    If you want to change something later, you have to change it in multiple places. If you want to change something later, you have to change it in multiple places.

    You should try to write DRY code. You should try to write DRY code. DRY stands for Don't Repeat Yourself.

    WET bad. DRY good.

    For example:

      if (x > 20 && y > 221) { 
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      if (x > 340 && y < 221 && y > 192) { 
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      if (x > 180 && y < 200) { 
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      if (x > 90 && x < 180 && y < 200 && y > 140) { 
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    

    You have this pattern a lot in your code. A check if the fail message should appear, then drawing the fail message. But you can DRY this WET code out, and have it so you only draw the fail message in one place:

      boolean show_message = false;
    
      if (x > 20 && y > 221) { 
       show_message = true; 
      }
    
      if (x > 340 && y < 221 && y > 192) { 
       show_message = true; 
      }
    
      if (x > 180 && y < 200) { 
       show_message = true; 
      }
    
      if (x > 90 && x < 180 && y < 200 && y > 140) { 
       show_message = true; 
      }
    
      // ...
    
      if( show_message ){
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    

    Anyway, we'll get back to this in a bit... Let's address your timer issue first.

  • edited March 2018

    This is the timer's code:

      int sec = millis()/1000; 
      fill(255); 
      textSize(26); 
      text(sec, 300, 30);
    

    The first line determines what value the timer is going to display. The rest draw that value. So we need to make sure we are setting the value for sec properly.

    What is this value? Well, it's supposed to be the number of seconds since the sketch started, right? Not exactly. It's really supposed to be the number of seconds SINCE THE TIMER RESET.

    So, how do we know when the timer reset? Well, how do we know a time at all in a sketch? Ah ha! We have the function millis() that tells us how many milliseconds have passed since the sketch started! If we remember how many milliseconds had passed when the timer reset, we can use that value later to determine how many more milliseconds have passed since then.

    We'll need a new variable to remember when the reset happened.

    int count_at_reset;
    

    So what happens when we reset? Well, we just record the current time.

    void reset(){
      count_at_reset = millis();
    }
    

    So now we need to work out how many milliseconds have elapsed between when we reset (count_at_reset) and now (millis()). That means we take the difference... subtract!

    int difference = millis() - count_at_reset;
    

    And then convert that from milliseconds to seconds.

    int sec = difference / 1000;
    

    Try it! Post the new version of the code in a new post and we can tidy some more things up maybe...

  • Thank you, koogs

  • Idk where I had to put void reset(), so I just put it inside of draw(). When I run the code, processing will say > unexpected token : void> . What's wrong with the code? Please help me fix it. Btw, I also did the DRYing.

    float x = 10;
    float y = 380;
    
    void setup(){
    size(400,400);
    frameRate(60);
    }
    
    void draw(){
    background(255,0,0);
    fill(0,255,255);
    rect(0,200,30,201);
    rect(30,200,320,30);
    rect(80,200,20,-100);
    rect(100,100,30,20);
    rect(130,100,20,50);
    rect(150,130,20,20);
    rect(170,150,20,-100);
    rect(170,50,-50,20);
    rect(120,70,-20,-70);
    
    boolean show_message = false;
    
    if(x > 20 && y > 221){
    show_message = true; 
    }
    
    if(x > 340 && y < 222 && y > 192){
    fill(255);
    textSize(140);
    text("FAIL",60,370);
    }
    
    if(x > 180 && y < 200){
    show_message = true; 
    }
    
    if(x > 90 && x < 181 && y < 200 && y > 140){
    show_message = true; 
    }
    
    if(x > 90 && x < 130 && y < 141 && y > 110){
    fill(255);
    textSize(140);
    text("FAIL",60,370);
    }
    
    if(x > 110 && x < 181 && y < 50 && y > 0){
    show_message = true; 
    }
    
    if(x > -1 && x < 80 && y < 200 && y > -1){
    show_message = true; 
    }
    
    if(x > 79 && x < 100 && y < 100 && y > -1){
    show_message = true; 
    }
    
    if(x > 99 && x < 170 && y < 100 && y > 60){
    show_message = true; 
    }
    
    if(x > 140 && x < 170 && y > 99 && y < 130){
    show_message = true; 
    }
    
    if( show_message ){
      fill(255); 
      textSize(140); 
      text("FAIL", 60, 370);
    }
    
    
    int count_at_reset;
    
    void reset(){
      count_at_reset = millis();
    }
    
    int difference = millis() - count_at_reset;
    
    
    
    int sec = millis()/1000;
    fill(255);
    textSize(26);
    text(sec,300,30);
    
    
    fill(0,255,0);
    rect(x,y,10,10);
    
    if(keyPressed){ 
    if(key == 'v'||key == 'V'){
    x = 10;
    y = 380;
    sec = difference / 1000;
    }
    }
    
    if(keyPressed){ 
    if(key == 'q'||key == 'Q'){
    y = y - 1;
    }
    }
    
    if(keyPressed){ 
    if(key == 's'||key == 'S'){
    y = y + 1;
    }
    }
    
    if(keyPressed){ 
    if(key == 'u'||key == 'U'){
    x = x - 1;
    }
    }
    
    if(keyPressed){ 
    if(key == 'i'||key == 'I'){
    x = x + 1;
    }
    }
    
    if(x > width-10 ){ 
    x = width-10;
    }
    
    if(x < 0 ){ 
    x = 0;
    }
    
    if(y > height-10 ){ 
    y = height-10;
    }
    
    if(y < 0){ 
    y = 0;
    }
    }
    
  • edited March 2018

    First, before anything else, please indent your code so it looks like code. Just press Ctrl + t in the editor to do this:

    float x = 10;
    float y = 380;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    void draw() {
      background(255, 0, 0);
      fill(0, 255, 255);
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      boolean show_message = false;
    
      if (x > 20 && y > 221) {
        show_message = true;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        fill(255);
        textSize(140);
        text("FAIL", 60, 370);
      }
    
      if (x > 180 && y < 200) {
        show_message = true;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        show_message = true;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        fill(255);
        textSize(140);
        text("FAIL", 60, 370);
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        show_message = true;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        show_message = true;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        show_message = true;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        show_message = true;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        show_message = true;
      }
    
      if ( show_message ) {
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
    
      int count_at_reset;
    
      void reset() {
        count_at_reset = millis();
      }
    
      int difference = millis() - count_at_reset;
    
    
    
      int sec = millis()/1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
    
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      if (keyPressed) { 
        if (key == 'v'||key == 'V') {
          x = 10;
          y = 380;
          sec = difference / 1000;
        }
      }
    
      if (keyPressed) { 
        if (key == 'q'||key == 'Q') {
          y = y - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 's'||key == 'S') {
          y = y + 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'u'||key == 'U') {
          x = x - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'i'||key == 'I') {
          x = x + 1;
        }
      }
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    

    Next, let's learn about functions. Two of the built-in functions that processing knows about are setup() and draw(). First, Processing runs setup(). Then Processing runs draw() forever. But there are other functions it can know about too. One good one to look into is `keyPressed().

    The thing about functions is that they can return values. For example:

    int add( int a, int b ){
      return( a + b );
    }
    

    This is simple addition. The function takes two numbers - a and b- and returns their sum. We know that they are numbers because the word int before each of their names means that each is an integer. This is the type of thing that they are. Also notice that the function itself has the word int before it - this means that this function returns a number.

    Functions do not have to return anything. But they still need to have the type of thing that they return before their name. That's what void does - it means that this function doesn't return anything.

    Now that we know about functions, we can write our own! You said you didn't know where to put "the void reset()". Hopefully now it is clear that this "void reset()" is a NEW function that you are creating. It doesn't return any values, so the return type is void. The function's name is reset(). You would put this at the same "level" as all the other function - NOT inside another one!

    void setup() { 
      // ... stuff in here for setup...
    }
    
    void draw() {
      // ... more stuff in here to do drawing...
    }
    
    void reset() {
      // ... stuff that happens when we reset here...
    }
    

    You have DRYed out your code a little, I see, but there is still more to do. For one thing, you still have this line in there three times:

    text("FAIL", 60, 370);
    

    Even having it in there twice is repeating yourself! Can you make it so you only have this line in there once?

  • I understand that void reset() is a separate function and must go outside of draw. But no matter where I put it, I still cannot get the timer to reset. Can you help me fix the code? Also, I would like it if you could also help me stop the timer once the green square reaches the top.

    /*
    Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    
    float x = 10;
    float y = 380;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
      int count_at_reset;
    
      int difference = millis() - count_at_reset;
    
    void reset() {
        count_at_reset = millis();
      }
    
    
    void draw() {
      background(255, 0, 0);
      fill(0, 255, 255);
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      boolean show_message = false;
    
      if (x > 20 && y > 221) {
        show_message = true;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        show_message = true;
      }
    
      if (x > 180 && y < 200) {
        show_message = true;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        show_message = true;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        show_message = true;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        show_message = true;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        show_message = true;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        show_message = true;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        show_message = true;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        show_message = true;
      }
    
      if ( show_message ) {
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      int sec = millis()/1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
    
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      if (keyPressed) { 
        if (key == 'v'||key == 'V') {
          x = 10;
          y = 380;
          sec = difference / 1000;
        }
      }
    
      if (keyPressed) { 
        if (key == 'q'||key == 'Q') {
          y = y - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 's'||key == 'S') {
          y = y + 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'u'||key == 'U') {
          x = x - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'i'||key == 'I') {
          x = x + 1;
        }
      }
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
  • edited April 2018

    A

  • Here's a working example of a timer without a maze. Please understand it and try to incorporate it into your code to get your timer working. Post your attempt, or a version with a working timer if you have other issues you want to address.

    int timer_start;
    
    void setup(){
      size(400,400);
      textSize(72);
      timer_start = millis();
    }
    
    void draw(){
      background(0);
      timer_draw();
    }
    
    void mousePressed(){
      timer_reset();
    }
    
    void timer_draw(){
      text( ( millis() - timer_start ) / 1000 , 200, 200 );
    }
    
    void timer_reset(){
      timer_start = millis();
    }
    
  • edited March 2018

    I tried it in my processing sketch, but still it didn't work. Then I opened a new processing sketch and copy/pasted the code so I could experiment a little. It worked perfectly with no changes. I changed void mousePressed to if(keyPressed){ so that I could put it in void(). Then it didn't work. What's going on?

    int timer_start;
    
    void setup() {
      size(400, 400);
      textSize(72);
      timer_start = millis();
    }
    
    void draw() {
      background(0);
      timer_draw();
    
    
    if (keyPressed) {
      if (key == 'v') {
        timer_reset();
      }
    }
    }
    
    void timer_draw() {
      text( ( millis() - timer_start ) / 1000, 200, 200 );
    }
    
    void timer_reset() {
      timer_start = millis();
    }
    
  • The changes you've posted seem to work fine to me.

    int timer_start;
    
    void setup() {
      size(400, 400);
      textSize(72);
      timer_start = millis();
    }
    
    void draw() {
      background(0);
      timer_draw();
      if (keyPressed) {
        if (key == 'v') {
          timer_reset();
        }
      }
    }
    
    void timer_draw() {
      text( ( millis() - timer_start ) / 1000, 200, 200 );
    }
    
    void timer_reset() {
      timer_start = millis();
    }
    

    This simple timer now resets when v is pressed.

    If you're having trouble incorporating it into your other code, we need you to post the code of your attempt to help you resolve it.

  • Still not working. Can you please copy my code then fix it? I'm doing what you're doing except in a different way so that it will be in my preferences but it's still not working.

  • better use keyPressed() as a function because it registers a key only once

    int timer_start;
    
    void setup() {
      size(400, 400);
      textSize(72);
      timer_start = millis();
    }
    
    void draw() {
      background(0);
      timer_draw();
    }
    
    void keyPressed() {
      if (key == 'v') {
        timer_reset();
      }
    }//func 
    
    void timer_draw() {
      text( ( millis() - timer_start ) / 1000, 200, 200 );
    }
    
    void timer_reset() {
      timer_start = millis();
    }
    //
    
  • edited March 2018

    What is a timer?

    You have to understand the principle of the timer to be able to build the timer into your code.

    millis() runs on and on from the start of your code

    so it's 1000, 2000, 3500, goes on

    when you click "v" we want to restart.

    But millis() is still running 11000, 13000....

    So millis is not our friend here.

    So we need a trick.

    The trick is that we take the moment "v" is pressed (let's say at 11000 millis) and measure the time since then.

    The core idea is to measure the time since then.

    What's this "since then" in practice?

    First of all :

    Here we measure the time when v is pressed:

      void reset() {
         count_at_reset = millis();
      }
    

    so you got to call reset() whenever v is pressed (or when you want a reset of time, e.g. at the end of setup())

    count_at_reset is now 11000 millis

    BUT you need to use count_at_reset.

    The line to use the count_at_reset is that line int difference = millis() - count_at_reset;

    It gives you the time since we last pressed v / used the function reset().

    Because millis() is now let's 32000 and count_at_reset is still 11000 millis so difference = 32000 - 11000 = 21000 millis since last "v". Good.

    so instead of

      int sec = millis()/1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    

    you want

      int difference = millis() - count_at_reset;
      int sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    

    What to do next

    • understand this

    • build that into your code

    • hit ctrl-t

    • and post your entire code here

    I did that here but I am not gonna post your code...

    Chrisir ;-)

  • It's important that you post your attempt as it is when you can't get something to work, because then TFguy44 or chrisir can point out your mistakes for you and help you correct those mistakes. If you do that they will also tell you why that thing is wrong and how you can do it better or differently. Then you never have to do that mistake again. But if you just post some code and expect someone else to just implement the rest of your idea, then you'll never learn not to do those mistakes, and you won't learn to know your own code.

  • edited March 2018

    THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU but I'm not done yet (sorry). Now I would like you to help me stop the timer when the green square reaches the top.

    /*
    Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    int count_at_reset;
    float x = 10;
    float y = 380;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      background(255, 0, 0);
      fill(0, 255, 255);
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      boolean show_message = false;
    
      if (x > 20 && y > 221) {
        show_message = true;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        show_message = true;
      }
    
      if (x > 180 && y < 200) {
        show_message = true;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        show_message = true;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        show_message = true;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        show_message = true;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        show_message = true;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        show_message = true;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        show_message = true;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        show_message = true;
      }
    
      if ( show_message ) {
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      int difference = millis() - count_at_reset;
      int sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
    
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      if (keyPressed) { 
        if (key == 'v'||key == 'V') {
          reset();
          x = 10;
          y = 380;
        }
      }
    
      if (keyPressed) { 
        if (key == 'q'||key == 'Q') {
          y = y - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 's'||key == 'S') {
          y = y + 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'u'||key == 'U') {
          x = x - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'i'||key == 'I') {
          x = x + 1;
        }
      }
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    }
    
  • edited April 2018

    First you need to register if the player has reached the target

    So write something like this with right numbers:

     if (x > 140 && x < 170 && y > 99 && y < 130) {
       reachedTarget=true;
     }
    

    now obviously when this Boolean variable that you define before setup as false becomes now true line 82 is not allowed to be executed

    Make difference also a global variable

    When done or questions hit ctrl-t and post entire code

    Also later your game needs a state structure: your states are game, fail and targetReached

  • edited March 2018

    OK. So I've created the boolean to determine whether the player has reached the end or not. For now, I just made it so that if the boolean is true, then draw a rectangle. Of course I would want to make it so that the timer would stop instead. Could you help me with that? Thank you.

    if ( endReached ) {
    
    
    
    
    
      }
    
  • edited March 2018
    if( end_reached ){
      // Display the saved time
    } else { // otherwise the end hasn't been reached...
      // Keep updating the time.
      // Show the updated time.
      // Record the last time displayed, in case the end is reached.
    }
    
  • When true line 82 is not allowed to be executed

  • TfGuy44, I want to display the saved time. But how? Thank you.

  • Draw it! Use text()!

  • edited April 2018

    you already display the saved time in line 86, just stop 82

    if(!endReached)
         difference = millis() - count_at_reset;
    

    as said int difference; before setup

    I advised you to hit ctrl-t and post entire code.

    You haven't done this and now again we talk about code we don't see.

  • how is it going? post your code?

  • edited April 2018

    Managed to draw the text, but I don't know how to stop it from updating. Could you help me with that?

    /*
    Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    int count_at_reset;
    float x = 10;
    float y = 380;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      background(255, 0, 0);
      fill(0, 255, 255);
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      boolean show_message = false;
    
      if (x > 20 && y > 221) {
        show_message = true;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        show_message = true;
      }
    
      if (x > 180 && y < 200) {
        show_message = true;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        show_message = true;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        show_message = true;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        show_message = true;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        show_message = true;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        show_message = true;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        show_message = true;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        show_message = true;
      }
    
      if ( show_message ) {
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      int difference = millis() - count_at_reset;
      int sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
    
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      boolean endReached = false;
    
      if (y < 1) {
        endReached = true;
      }
    
      if (!endReached ) {
      difference = millis() - count_at_reset;
      } else{
      fill(255);
      textSize(30);
      text(sec,50,50);
      }
    
      if (keyPressed) { 
        if (key == 'v'||key == 'V') {
          reset();
          x = 10;
          y = 380;
        }
      }
    
      if (keyPressed) { 
        if (key == 'q'||key == 'Q') {
          y = y - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 's'||key == 'S') {
          y = y + 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'u'||key == 'U') {
          x = x - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'i'||key == 'I') {
          x = x + 1;
        }
      }
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    } 
    
  • Why don’t you try what I wrote about line 82 and difference??????

  • Sorry, I actually don't understand what you mean. Could you explain it in a different way? I'm still learning the basics, so I hope you will be patient for me.

  • edited April 2018

    sure:

    you have to understand the principles and which line is doing what.

      int difference = millis() - count_at_reset;
      int sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    

    So in these lines there is all you need. Have you understood these lines?

    Now falsely you added

      if (!endReached ) {
      difference = millis() - count_at_reset;
      } else{
      fill(255);
      textSize(30);
      text(sec,50,50);  // THIS must be difference instead of sec !!!!!!!!!!
      }
    

    Which is almost the SAME as above. Completely useless.

    instead of using if (!endReached ) { in the first section you copied the section and implemented if (!endReached ) {. That's wrong.

    Funny

    NOT what I told you to do.

    but now just delete this :

      int difference = millis() - count_at_reset;
      int sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    

    and keep this:

      if (!endReached ) {
      difference = millis() - count_at_reset;
      } else{
      fill(255);
      textSize(30);
      text(sec,50,50);  // THIS must be difference instead of sec !!!!!!!!!!
      }
    

    remember to hit ctrl-t

  • edited April 2018 Answer ✓

    VERSION WITH STATES - FOR LATER !!!!!!!!!!

    here is the version with states I keep speaking about.

    As written, you need the states "normal play", "fail" and "WON".

    It follows the standard wasd keys now

    https://en.wikipedia.org/wiki/Arrow_keys#WASD_keys

    the tunnel has now no black lines in it anymore

    reminds me of a mole in its mole tunnels by the way - funny!

    Congratulations to a cool game!

    Best, Chrisir ;-)

    /*
     Press 'w' to move up.
     Press 's' to move down.
     Press 'a' to move left.
     Press 'd' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    
    // The variable state 
    // the constants the variable state can have as values 
    final int NORMAL = 0; // unique numbers 
    final int FAIL   = 1;
    final int WON    = 2;
    int state = NORMAL; 
    
    int count_at_reset;
    float x = 10;
    float y = 380;
    
    int difference, sec;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      switch(state) {
    
      case NORMAL:
        drawForNormal(); 
        break; 
    
      case FAIL:
        drawForFail(); 
        break; 
    
      case WON:
        drawForWon(); 
        break;
    
      default:
        println("Error");
        break;
      } // switch 
      //
    } // func 
    
    // ----------------------------------------
    // functions called by draw() 
    
    void drawForNormal() {
    
      background(255, 0, 0);
      fill(0, 255, 255);
      noStroke(); 
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      checkBoundaries(); 
    
      difference = millis() - count_at_reset;
      sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
      // PLAYER
      stroke(0); 
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      if (y < 1) {
        state=WON;
      }
    
      inputs();
    
      // --------------------------------
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
    void drawForFail() {
      fill(255); 
      textSize(140); 
      text("FAIL", 60, 370);
      textSize(22);
      text("Press space bar to play", 20, 70);
      inputs();
    }
    
    void drawForWon() {
      fill(255);
      textSize(30);
      text("YOU WON\n"
        +sec
        +"\nClick mouse to reset.", 50, 50);
    } 
    
    // -----------------------------------------------
    // Tools
    
    void inputs() {
    
      if (!keyPressed) {
        return;
      }
    
      if (key == 'v'||key == 'V') {
        reset();
        x = 10;
        y = 380;
      }
    
      if (key == 'w'||key == 'W') {
        y = y - 1;
      }
    
      if (key == 's'||key == 'S') {
        y = y + 1;
      }
    
      if (key == 'a'||key == 'A') {
        x = x - 1;
      }
    
      if (key == 'd'||key == 'D') {
        x = x + 1;
      }
    
      if (key==' ') {
        /// if (state==FAIL) 
        state=NORMAL;
        x = 10;
        y = 380;
      }
      //
    }//
    
    void mousePressed() {
      if (state==WON) {
        state=NORMAL; 
        x = 10;
        y = 380;
        reset();
      }
    }
    
    void checkBoundaries() {
      if (x > 20 && y > 221) {
        state = FAIL;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        state = FAIL;
      }
    
      if (x > 180 && y < 200) {
        state = FAIL;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        state = FAIL;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        state = FAIL;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        state = FAIL;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        state = FAIL;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        state = FAIL;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        state = FAIL;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        state = FAIL;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    } 
    
  • edited April 2018

    Thanks, Chrisir. I have done what you said but if I get rid of these lines of code:

    int difference = millis() - count_at_reset;
    int sec = difference /1000;
    fill(255);
    textSize(26);
    text(sec, 300, 30);
    

    there will be an error: the variable "difference" does not exist. What should I do? Here is the entire code:

    /*
    Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    int count_at_reset;
    float x = 10;
    float y = 380;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      background(255, 0, 0);
      fill(0, 255, 255);
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      boolean show_message = false;
    
      if (x > 20 && y > 221) {
        show_message = true;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        show_message = true;
      }
    
      if (x > 180 && y < 200) {
        show_message = true;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        show_message = true;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        show_message = true;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        show_message = true;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        show_message = true;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        show_message = true;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        show_message = true;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        show_message = true;
      }
    
      if ( show_message ) {
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
    
    
    
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      boolean endReached = false;
    
      if (y < 1) {
        endReached = true;
      }
    
      if (!endReached ) {
        difference = millis() - count_at_reset;
      } else {
        fill(255);
        textSize(30);
        text(difference, 20, 20);
      }
    
      if (keyPressed) { 
        if (key == 'v'||key == 'V') {
          reset();
          x = 10;
          y = 380;
        }
      }
    
      if (keyPressed) { 
        if (key == 'q'||key == 'Q') {
          y = y - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 's'||key == 'S') {
          y = y + 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'u'||key == 'U') {
          x = x - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'i'||key == 'I') {
          x = x + 1;
        }
      }
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    }
    
  • edited April 2018

    As I mentioned a few times now: define difference before setup()

  • edited April 2018

    Chrisir, I am very sorry but it is way too complicated for me. Could you make it simpler? Thank you. By the way, I changed the wasd keys to qusi keys as that is how I would like it to be. Could you also make this line of code:

    void mousePressed() {
          if (state==WON) {
            state=NORMAL; 
            x = 10;
            y = 380;
            reset();
          }
        }
    

    in if(keyPressed){?

    /*
     Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    
    // The variable state 
    // the constants the variable state can have as values 
    final int NORMAL = 0; // unique numbers 
    final int FAIL   = 1;
    final int WON    = 2;
    int state = NORMAL; 
    
    int count_at_reset;
    float x = 10;
    float y = 380;
    
    int difference, sec;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      switch(state) {
    
      case NORMAL:
        drawForNormal(); 
        break; 
    
      case FAIL:
        drawForFail(); 
        break; 
    
      case WON:
        drawForWon(); 
        break;
    
      default:
        println("Error");
        break;
      } // switch 
      //
    } // func 
    
    // ----------------------------------------
    // functions called by draw() 
    
    void drawForNormal() {
    
      background(255, 0, 0);
      fill(0, 255, 255);
      noStroke(); 
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      checkBoundaries(); 
    
      difference = millis() - count_at_reset;
      sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
      // PLAYER
      stroke(0); 
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      if (y < 1) {
        state=WON;
      }
    
      inputs();
    
      // --------------------------------
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
    void drawForFail() {
      fill(255); 
      textSize(140); 
      text("FAIL", 60, 370);
      textSize(22);
      text("Press v to play", 20, 70);
      inputs();
    }
    
    void drawForWon() {
      fill(255);
      textSize(30);
      text("YOU WON\n"
        +sec
        +"\nClick mouse to reset.", 50, 50);
    } 
    
    // -----------------------------------------------
    // Tools
    
    void inputs() {
    
      if (!keyPressed) {
        return;
      }
    
      if (key == 'v'||key == 'V') {
        reset();
        x = 10;
        y = 380;
      }
    
      if (key == 'q'||key == 'Q') {
        y = y - 1;
      }
    
      if (key == 's'||key == 'S') {
        y = y + 1;
      }
    
      if (key == 'u'||key == 'U') {
        x = x - 1;
      }
    
      if (key == 'i'||key == 'I') {
        x = x + 1;
      }
    
      if (key==' ') {
        /// if (state==FAIL) 
        state=NORMAL;
        x = 10;
        y = 380;
      }
      //
    }//
    
    void mousePressed() {
      if (state==WON) {
        state=NORMAL; 
        x = 10;
        y = 380;
        reset();
      }
    }
    
    void checkBoundaries() {
      if (x > 20 && y > 221) {
        state = FAIL;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        state = FAIL;
      }
    
      if (x > 180 && y < 200) {
        state = FAIL;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        state = FAIL;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        state = FAIL;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        state = FAIL;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        state = FAIL;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        state = FAIL;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        state = FAIL;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        state = FAIL;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    } 
    
  • edited April 2018

    the state approach is a new approach to replace the variables show_message and endReached

    You should easily comprehend this concept if I't explain it

    But for now

    But for now, let's stick with the previous sketch version

    You wrote:

    there will be an error: the variable "difference" does not exist. What should I do?

    I wrote:

    define difference before setup()

    Have you done this? In the old version not in the new approach with state

  • I don't understand because you are seeing it in a different order from what I see. It just confuses me a lot. I need to go now. I'll come back tomorrow.

  • edited April 2018

    +++++ TRADITIONAL VERSION WITHOUT STATES ++++++++

    Version without states and corrected difference and sec situation:

    /*
    
     Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    
    int count_at_reset;
    int difference, sec; 
    
    float x = 10;
    float y = 380;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      background(255, 0, 0);
    
      // maze
      noStroke(); 
      fill(0, 255, 255);
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      boolean show_message = false;
    
      if (x > 20 && y > 221) {
        show_message = true;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        show_message = true;
      }
    
      if (x > 180 && y < 200) {
        show_message = true;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        show_message = true;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        show_message = true;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        show_message = true;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        show_message = true;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        show_message = true;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        show_message = true;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        show_message = true;
      }
    
      if ( show_message ) {
        fill(255); 
        textSize(140); 
        text("FAIL", 60, 370);
      }
    
      // player 
      fill(0, 255, 0);
      stroke(0); 
      rect(x, y, 10, 10);
    
      boolean endReached = false;
    
      if (y < 1) {
        endReached = true;
      }
    
      // show time throughout 
      fill(255);
      textSize(30);
      text(sec, 50, 50);
    
      if (!endReached ) {
        difference = millis() - count_at_reset;
        sec = difference /1000;
      } else {
        // He won!
        text("You Won", 250, 50);
      }
    
      if (keyPressed) { 
        if (key == 'v'||key == 'V') {
          reset();
          x = 10;
          y = 380;
        }
      }
    
      if (keyPressed) { 
        if (key == 'q'||key == 'Q') {
          y = y - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 's'||key == 'S') {
          y = y + 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'u'||key == 'U') {
          x = x - 1;
        }
      }
    
      if (keyPressed) { 
        if (key == 'i'||key == 'I') {
          x = x + 1;
        }
      }
    
      if (x > width-10 ) { 
        x = width-10;
      }
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
      if (y < 0) { 
        y = 0;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    } 
    //
    
  • Thank you very much. But if it is not too much trouble, could you make it so that the are states, but with simpler code?

  • I showed you how to make it with states.

    Why don't YOU give it a try?

    I don't see much coming from your site recently. The last task to display the time after endReached was really simple.

  • edited April 2018

    Thank you Chrisir, TfGuy44, koogs, Eeyorelife and GoToLoop. I am very grateful for all of you. But I still don't understand all of the code. Chrisir, how did you get the timer and position of the green square to stop when the state is FAIL or WON? I really don't know. Can you show me the line(s) of code and then explain it, so that if I do something like this again, I won't need help. Btw, I also changed the code a little bit so that only the keys "qsuvi" will be used

    /*
     Press 'q' to move up.
     Press 's' to move down.
     Press 'u' to move left.
     Press 'i' to move right.
     Press 'v' to restart.
     Get to the end as fast as possible.
     If you go on to the red areas, you  will fail.
     */
    
    // The variable state 
    // the constants the variable state can have as values 
    final int NORMAL = 0; // unique numbers 
    final int FAIL   = 1;
    final int WON    = 2;
    int state = NORMAL; 
    
    int count_at_reset;
    float x = 10;
    float y = 380;
    
    int difference, sec;
    
    void setup() {
      size(400, 400);
      frameRate(60);
    }
    
    
    void draw() {
    
      switch(state) {
    
      case NORMAL:
        drawForNormal(); 
        break; 
    
      case FAIL:
        drawForFail(); 
        break; 
    
      case WON:
        drawForWon(); 
        break;
    
      default:
        println("Error");
        break;
      } // switch 
      //
    } // func 
    
    // ----------------------------------------
    // functions called by draw() 
    
    void drawForNormal() {
    
      background(255, 0, 0);
      fill(0, 255, 255);
      noStroke(); 
      rect(0, 200, 30, 201);
      rect(30, 200, 320, 30);
      rect(80, 200, 20, -100);
      rect(100, 100, 30, 20);
      rect(130, 100, 20, 50);
      rect(150, 130, 20, 20);
      rect(170, 150, 20, -100);
      rect(170, 50, -50, 20);
      rect(120, 70, -20, -70);
    
      checkBoundaries(); 
    
      difference = millis() - count_at_reset;
      sec = difference /1000;
      fill(255);
      textSize(26);
      text(sec, 300, 30);
    
      // PLAYER
      stroke(0); 
      fill(0, 255, 0);
      rect(x, y, 10, 10);
    
      if (y < 1) {
        state=WON;
      }
    
      inputs();
    
      // --------------------------------
    
    
    
      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    
    
    }
    
    void drawForFail() {
      fill(255); 
      textSize(140); 
      text("FAIL", 60, 370);
      textSize(22);
      text("Press v to play", 20, 70);
      inputs();
    }
    
    void drawForWon() {
      fill(255);
      textSize(30);
      text("YOU WON\n"
        +sec
        +"\nPress v to reset.", 50, 50);
    } 
    
    // -----------------------------------------------
    // Tools
    
    void inputs() {
    
      if (!keyPressed) {
        return;
      }
    
      if (key == 'v'||key == 'V') {
        reset();
        x = 10;
        y = 380;
      }
    
      if (key == 'q'||key == 'Q') {
        y = y - 1;
      }
    
      if (key == 's'||key == 'S') {
        y = y + 1;
      }
    
      if (key == 'u'||key == 'U') {
        x = x - 1;
      }
    
      if (key == 'i'||key == 'I') {
        x = x + 1;
      }
    
      if (key==' ') {
        /// if (state==FAIL) 
        state=NORMAL;
        x = 10;
        y = 380;
      }
      //
    
    
      if (key == 'v') {
        if (state==FAIL) {
          state=NORMAL; 
          x = 10;
          y = 380;
          reset();
        }
      }
    
    
    }//
    
    void keyPressed() {
      if (key == 'v') {
        if (state==WON) {
          state=NORMAL; 
          x = 10;
          y = 380;
          reset();
        }
      }
    }
    
    
    void checkBoundaries() {
      if (x > 20 && y > 221) {
        state = FAIL;
      }
    
      if (x > 340 && y < 222 && y > 192) {
        state = FAIL;
      }
    
      if (x > 180 && y < 200) {
        state = FAIL;
      }
    
      if (x > 90 && x < 181 && y < 200 && y > 140) {
        state = FAIL;
      }
    
      if (x > 90 && x < 130 && y < 141 && y > 110) {
        state = FAIL;
      }
    
      if (x > 110 && x < 181 && y < 50 && y > 0) {
        state = FAIL;
      }
    
      if (x > -1 && x < 80 && y < 200 && y > -1) {
        state = FAIL;
      }
    
      if (x > 79 && x < 100 && y < 100 && y > -1) {
        state = FAIL;
      }
    
      if (x > 99 && x < 170 && y < 100 && y > 60) {
        state = FAIL;
      }
    
      if (x > 140 && x < 170 && y > 99 && y < 130) {
        state = FAIL;
      }
    }
    
    void reset() {
      count_at_reset = millis();
    } 
    
  • edited April 2018

    We still talk about two different approaches now in parallel.

    But anyway, you refer to the version with states, and so do I.

    What I did

    First to make draw() leaner I made a few things into functions with good names. Modularization is an important principle in programming.

    Then I wanted to have everything dictated by variable state so the program knows if we are in state play, fail or EndReached.

    For that purpose, I first moved everything from your draw() into the new function drawForNormal().

    Then I made draw() so that state dictates everything that happens. (switch() is like if(state==...else if(state==... else if(state==....).

    draw() is very short and nice:

    void draw() {
    
      switch(state) {
    
      case NORMAL:
        drawForNormal(); 
        break; 
    
      case FAIL:
        drawForFail(); 
        break; 
    
      case WON:
        drawForWon(); 
        break;
    
      default:
        println("Error");
        break;
      } // switch 
      //
    } // func 
    

    You asked

    how did you get the timer and position of the green square to stop when the state is FAIL or WON

    green square to stop

    That's simple; the key inputs are registered in the function inputs(). I simply don't call it from drawForWon() but I call it from drawForNormal() and drawForFail().

    So it stops in state Won.

    timer to stop

    Similarly I have those lines in drawForNormal()

    difference = millis() - count_at_reset;
    sec = difference /1000;
    

    and I give them out using text(). So it changes all the time.

    On the other hand, I don't have these lines in drawForWon() but I still display sec using text(). Since sec is global variable it has the value in drawForWon() it had the last time.

    Conclusion

    The variable state dictates it all. So instead of using endReached or message we just change the state.

    Remark

    In these lines,

      if (x < 0 ) { 
        x = 0;
      }
    
      if (y > height-10 ) { 
        y = height-10;
      }
    

    the check x > width is missing (y<0 would be target I guess)

  • Thank you very much. But when will this line of code do its thing?

    default:
        println("Error");
        break;
    
  • never

    but if you treat state false it could receive an unknown value and then this line will report an error

  • It’s just good practice to have a default section in switch as it is to have an else section in if else if....

    When you change something in your code and make a mistake that effects state the message would appear and you instantly know what’s wrong.

    Otherwise you would look for ages

  • Thank you very much, Chrisir.

  • edited April 2018

    Of course I have another question. Why aren't these lines of code working?

    if (mouseX == 38 && mouseY == 14) {
        fill(#AAAAAA);
        textSize(56);
        text("You found our secret!", 150, 150);
      }
    

    It's meant to be an easter egg.

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