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« Reply #15 on: January 22, 2013, 10:57:10 pm » |
slightly over 3s ? not less than 3s ?
Yes.
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« Reply #16 on: January 22, 2013, 10:57:53 pm » |
Mean the player has more than 3s before they fail ? LOL I thought less than 3s before they fail !
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« Reply #17 on: January 22, 2013, 11:45:27 pm » |
It could be under 3s depending on the accuracy of your particular Arduino crystal or resonator. Why don't you devise a way to measure it against an atomic clock reference standard and get back to us with the results.
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« Reply #18 on: January 22, 2013, 11:50:44 pm » |
I will record a video later on. 
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« Reply #19 on: January 23, 2013, 01:49:21 am » |
It could be under 3s depending on the accuracy of your particular Arduino crystal or resonator. Why don't you devise a way to measure it against an atomic clock reference standard and get back to us with the results.
https://www.youtube.com/watch?v=huz-WocDfrYThis is the video. You can observe that the timeout is quite fast sometimes..LOL
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« Reply #20 on: January 23, 2013, 07:37:22 am » |
Ok, the speeed of the output goes faster. However, based on the full coding, does it means that the time I need to respond also getting faster ? Cause I seems to feel it when playing it ><
I don't think so, because RESPONSETIME is a defined constant and doesn't get changed. Ok. Nice video  Since counter is never reset (other than when you fail and start over), it means you have a total of (slightly over  ) 3 seconds of "decision time" through the whole game (the variable "counter" represents accumulated player response time through the entire "game"). So it's not that you need to speed up your input as the game goes on, rather it means that your input needs to be as fast as possible the whole time! Have you tried increasing RESPONSETIME to a more reasonable value (say, 10000)? Cheers, John
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« Last Edit: January 23, 2013, 07:44:58 am by johncc »
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« Reply #21 on: January 23, 2013, 07:45:40 am » |
You would be able to see this happening if you put a print statement in the output function as below and then watch on your Serial Monitor Serial.println(""); Serial.print("Turn: "); Serial.println(turn);
Serial.print("Response time millisecond total: "); // add these two Serial.println(counter);
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« Reply #22 on: January 23, 2013, 07:49:09 am » |
Ok, the speeed of the output goes faster. However, based on the full coding, does it means that the time I need to respond also getting faster ? Cause I seems to feel it when playing it ><
I don't think so, because RESPONSETIME is a defined constant and doesn't get changed. Ok. Nice video  Since counter is never reset (other than when you fail and start over), it means you have a total of (slightly over  ) 3 seconds of "decision time" through the whole game (the variable "counter" represents accumulated player response time through the entire "game"). So it's not that you need to speed up your input as the game goes on, rather it means that your input needs to be as fast as possible the whole time! Have you tried increasing RESPONSETIME to a more reasonable value (say, 10000)? Cheers, John Okay, I think I get you ! TOTAL ACCUMULATED of delay time before the user input throughout the game which will cause sometimes the game to be game over very fast ? Is it correct ? Thanks. Vincent
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« Reply #23 on: January 23, 2013, 07:53:52 am » |
Okay, I think I get you ! TOTAL ACCUMULATED of delay time before the user input throughout the game which will cause sometimes the game to be game over very fast ? Is it correct ?
Thanks. Vincent
Yeah, that's the way I am reading it  Did you build that from a kit or what? John
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« Reply #24 on: January 23, 2013, 07:59:21 am » |
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