C# or AS3 Custom world time
I'm wondering how can I create开发者_如何学JAVA custom world time for a game.
like one hour = 30 minutes, 1 year = 6 months
6 custom months
I'm stucked, and I have no clue how to do it.
I known I can use timer event.
Say your main game loop is something like:
this.addEventListener(Event.ENTER_FRAME, gameLoop, false, 0, true);
var _timer = 0; // starts as zero
const WORLD_TIME_FACTOR:Number = 2;
function gameLoop(e:Event):void {
// all your game logic happens here
_timer++;
}
function getWorldTime():Number {
return (_timer/stage.frameRate) * WORLD_TIME_FACTOR;
}
// later (you can adjust WORLD_TIME_FACTOR to be anything, 2 would indicate that the
// game world happens twice as quick as in real life (like your examples)
//
trace(getWorldTime()); // At 3 seconds real world, would trace 6
trace(getWorldTime()); // At 33 seconds real world, would trace 66
You would then format this number into minutes with something like:
const div60:Number = 1/60;
const div120:Number = 1/60/60;
function format_time(value:Number):String {
// x >> 0 is the same as int(x) but quicker
var minutes:String = String((value* div60 >> 0) % 60);
minutes = (minutes == "60") ? "00" : minutes;
minutes = (minutes.length == 1) ? "0" + minutes : minutes;
var seconds:String = String(value% 60);
seconds = (seconds.length == 1) ? "0" + seconds : seconds;
return (value* div120 >> 0) + ":" + minutes + ":" + seconds;
}
So finally you would have
trace(format_time(getWorldTime())); // At 72 (1 minute, 12 secs) seconds real world, would trace 00:02:24
The following code will give you the milliseconds that passed since the epoch Jan,1 1970
Any call to this function afterwords would give you a time in milliseconds.
Subtract that from the original time and you have how many milliseconds that have passed.
Knowing that you can now factor in your conversion. EX 6 seconds = 1 minute
var startingTime:Number = Date.parse(new Date( ));
trace(startingTime);
you'll have to remember the timestamp and in-game date of the moment when your in-game time started, and then to calculate in-game date for given moment:
milliseconds_of_double_time = moment.timestamp - start_timestamp
ingame_date = date_from_timestamp(start_date.timestamp + milliseconds_of_double_time * 2)
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