hi all thx for reading and i hope you can help
I am creating a game for kids, which shows them how to tell the time
I need to put two random numbers into a textfield one for hours and one for minutes
so that I can get the app to say show me 13:45 for example
however I do not want to include the time of 12:00 as this is where the clock will start and defeats the purpose
the clock is 24 hour, going from 1-24 in hours
and 00-60 in minutes
ive looked everywhere on how to do this but cannot find an answer
at the moment i have a textfield which displays the time as the user adds hours etc which i plan to hide
so that i can say if this random number textfield is equal to the time textfield then display correct and so on
how would i go about this?
any help is appreciated
Thanks
fonzio
It's not really clear what you are trying to do nor what you are having a problem with. Do you have any code to show as an attempt? What is the purpose of the textfields and what do random numbers have to do with them? What is the user involvement as far as the user adding hours? Where are kids taught to read time in 24 hour format?
An example function generates 24hr time string:
function generateRandomTime():String {
var hour:uint = Math.floor(Math.random()*24); // creates a random number 0 - 23
var minute:uint = hour == 12 ? Math.floor(Math.random()*59) + 1 : Math.floor(Math.random()*60); // creates a random number 0 - 59, if the hour is 12 the number range is 1 - 59 (so that you don't get 12:00)
return hour + ":" + (minute < 10 ? "0" : "") + minute; // retun the result string
}
trace(generateRandomTime());
--
Kenneth Kawamoto
@ Ned,
well i have a background, which changes from light to dark, denoting time, and a clock which reads, 1 to 12, and then changes after midday to 13 to 24, and so on
as a dynamic textfield, each time the user adds an hour the textfield will add one,
counting if you see what i mean
now if this is hidden, i need to match it up with what kenneth did,
you see the app will ask the question show me random : random time
and this random time will need to be checked against my dynamic textfield in order to get a match
hope this helps
fonzio
is there a way to make it not repeat itself,
lets say i run the code and i get 22:13
then i run again and get 22:13
Flash (or computer in general for that matter) Math.random() cannot really generate a random number but only a pseudo-random number. That said it's interesting it generates exactly the same outcome consecutively. If I do:
for(var i:uint = 0; i < 10; i++){
trace(generateRandomTime());
}
I get:
23:59
13:11
1:56
1:37
23:55
15:36
3:30
7:32
10:06
1:53
So it's pretty random.
is there a way to say if its the same, randomise again??
Yes - but I don't like doing that, because in theory the function could run forever.
If you want to make sure you never get the same time value, one way is to store all the time values in an Array, then randomise it, then pop one by one:
// create an Array with numbers 0:00 - 23:59 in minutes, then randomise it
function generateRandomTimeList():Array {
var array:Array = new Array();
for(var i:uint = 0, end:uint = 60*24 - 1; i < end; i++){
array.push(i);
}
return FisherYates(array);
}
// Array randomising algorithm
function FisherYates(a:Array):Array {
var b:Array = new Array(a.length);
b[0] = a[0];
for(var i:uint = 1, n:uint = a.length; i < n; i++){
var j:uint = Math.round(Math.random()*i);
b[i] = b[j];
b[j] = a[i];
}
return b;
}
// convert number to time formatted string
function timeFormat(n:uint):String {
var hour:uint = Math.floor(n/60);
var minute:uint = n - hour*60;
return hour + ":" + (minute < 10 ? "0" : "") + minute;
}
// trace 10 random time
var randomTimeList:Array = generateRandomTimeList();
for(var i:uint = 0; i < 10; i++){
trace(timeFormat(randomTimeList[i]));
}
Trace
11:24
23:01
9:04
10:55
13:17
9:28
16:06
8:41
7:26
21:05
--
Kenneth Kawamoto
Just for the fun of it, here is a one-line approach to generate random hours and minutes (including 24th hour replacement) - makes code much more abbreviated with no conditionals:
for (var i:int = 0; i < 10; i++)
{
trace(new Date(1500000000000 * Math.random()).toString().match(/(?<=\d\s)\d+\:\d+/g)[0].replace(/^00/, "24").replace(/^0/, ""));
}
return (hour == 0 ? 24 : hour < 10 ? "0" : "") +hour + ":" + (minute < 10 ? "0" : "") + minute;
on another note,
i have ampm_txt
can i somehow add this to the above and get a conditional to work like
if (hours<12) {
ampm_txt.text="AM";
}
if (hours>12) {
ampm_txt.text="PM";
}
if (hours==24) {
ampm_txt.text="AM";
}
if (hours==12) {
ampm_txt.text="PM";
that would be really great
thanks
fonzio
@Andrei
I thought about using Date object too first. But (1) shouldn't it be 1000*60*60*24 = 86400000 rather than 1500000000000 you have? (2) fonzio wants no duplication therefore you should create an Array of all the permutations first then randomise it. An Array of 86,400,000 Date objects is obviously too much but 60*24 = 1,440 Date objects would do.
--
Kenneth Kawamoto
htp://www.materiaprima.co.uk/
randomTimeList in the code above contains numbers representing 0 minutes (0:00) to 1439 minutes (23:59) so you can test if a number is smaller than 720 minutes (12:00)
ampm_txt.text = randomTimeList[i] < 60*12 ? "AM" : "PM";
(You don't have AM/PM with 24 hour clock though...)
--
Kenneth Kawamoto
"shouldn't it be 1000*60*60*24 = 86400000 rather than 1500000000000 you have?"
It doesn't matter because time is expressed in milliseconds. Both values will do. I feel greater value leads to more random results.
"(2) fonzio wants no duplication therefore you should create an Array of all the permutations first then randomise it."
Randomizing milliseconds eliminates the need for array randomization. Granted, filtering out duplicates should be a separate task.
It doesn't matter because time is expressed in milliseconds. Both values will do. I feel greater value leads to more random results.
Not really - you'll get biased results if the number is not multiple of 86,400,000; and there is no point in using more than 86,400,000. The goal is to produce a random time string out of 1440 possibilities, which is different from producing random time.
Randomizing milliseconds eliminates the need for array randomization.
You are not eliminating duplication possibilities, which is the reason for Array randomisation.
--
Kenneth Kawamoto
I disagree although a little bias may be present. on a very large number it is negligible. As for the number manipulation vs performance - there is no difference so I would deal with as large number as possible. Multiples of 86400000 would help a little of course. So, one can use 1499990400000 instead of 1500000000000. By the way, the difference between these two number is only 0.0006399999999961992% - negligible.
"You are not eliminating duplication possibilities, which is the reason for Array randomisation."
Did I say I was eliminating duplicates?
Array randomization does not eliminate duplicates per se. So, additional Array randomization is an overkill.
If you read the thread you'll see a randomised array has been used to avoid duplicate. If you use yours (or my original code) the chance of getting the duplicate is relatively high - 1 in 1440 to get the next as a duplicated result, for a simple example. Also the probability for getting any one time string is always 1/1440 no matter how large the number you use for Date() (although the bias gets smaller and smaller and all probabilities will get close to 1/1440 as the number grows - if you do not use multiple of 86400000 that is, if you do there's no bias so might as well just use 86400000.)
--
Kenneth Kawamoto
thanks ken
incidentally the next game is a sequence game using numbers
id like to use the same code if possible,
so in level 1 the main number (3) would randomize, and then three others would appear which would need to be put in order (like in a jigsaw)
as in 3, 5, 7, 9
randomize to 10, as in 10, 20, 30, 40
wondering if this is possible and how i would need to go about it?
thanks
fonzio
First you need to generate an Array with numbers in sequence. You'll need to have (a) the base number, (b) the increment, and (c) the length. If we take your first example, the base number is 3, the increment is 2, and the length is 4. The code will be something like:
var baseNumber:uint = 3;
var increment:uint = 2;
var length:uint = 4;
var numberSequenceArray:Array = new Array();
for(var i:uint = 0; i < length; i++){
numberSequenceArray.push(baseNumber);
baseNumber += increment;
}
trace(numberSequenceArray);
// tarce
// 3,5,7,9
Once you have the array you can randomise the order by using the same function as before.
--
Kenneth Kawamoto