time-based point system
Jay
jaysherby at gmail.com
Wed Sep 13 23:46:22 EDT 2006
Okay, this is a game. So the points are abstract. It's like an arcade
game in respect to the points. They don't actually mean or represent
anything. The only point is to get a high score. The idea is that the
faster the user acts (or reacts) the greater amount of points they'll
receive. Simplified, I need a fuction or statement that takes in a
small number and spits out a big number. The smaller the input, the
larger the output.
Erik Max Francis wrote:
> Jay wrote:
>
> > I'm writing a game script and the point system will be based upon time.
> > The less time there is between event one and event two, the higher
> > score you'll get for event two. However, I've got a problem figuring
> > how to do this. Here's why. I don't want the score system to just be
> > a straight charted system. Y'know, like if the time is between x and y
> > then the points you get are z. I want to mathematically figure out the
> > pointage. That's what I can't figure out how to do. If it were such
> > that the more time there is, the more points there are, that would be
> > easy. I could just multiply the time by something or other. Or, if
> > there was a time limit between the two events, that, too, would be easy
> > because I could subtract the amount of time spent from the possible
> > amount of time and multiply by something for points. Neither of these
> > are the case. Any suggestions?
>
> You haven't indicated what _is_ the case, so this question cannot yet be
> answered. You have to specify what the points measure, how they measure
> it, and how they change over time. Once you do that, you can define (or
> get help defining) how to calculate them. As it is you've not given
> nearly enough information to answer your question.
>
> --
> Erik Max Francis && max at alcyone.com && http://www.alcyone.com/max/
> San Jose, CA, USA && 37 20 N 121 53 W && AIM, Y!M erikmaxfrancis
> Get married, but never to a man who is home all day.
> -- George Bernard Shaw
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