Reputation: 11
I'm trying to create a countdown where the text displays, "GAME STARTS IN: " and using a for loop and Thread.Sleep a variable counts down from three. I started by using the designer to create the "game starts in:" part, but after the variable wouldn't show up I moved it to code. Now nothing shows up. This is what I have now in my timer method:
if (!countedDown)
DoCountdown();
Countdown.Hide();
And then in a DoCountdown method:
this.Countdown.BackColor = System.Drawing.Color.Transparent;
this.Countdown.ForeColor = System.Drawing.Color.White;
this.Countdown.Location = new System.Drawing.Point(360, 17);
this.Countdown.Name = "Countdown";
this.Countdown.Font = new System.Drawing.Font("Segoe UI", 12F,
System.Drawing.FontStyle.Regular,
System.Drawing.GraphicsUnit.Point);
this.Countdown.Size = new System.Drawing.Size(185, 24);
this.Countdown.TabIndex = 6;
countedDown = true;
for (int i = 3; i > 0; i--)
{
Countdown.Text = "GAME STARTS IN: " + i;
System.Threading.Thread.Sleep(1000);
}
I put a breakpoint at System.Threading.Thread.Sleep(100) and everything seemed normal. Countdown.Text was equal to "GAME STARTS IN: 3". After trying to integrate the solutions the text doesn't show up. Here is some more context in my code:
This is from my start screen form
private void QuitGame(object sender, EventArgs e)
{
Application.Exit();
}
private void StartMultiplayerGame(object sender, EventArgs e)
{
GameScreen startGame = new GameScreen();
startGame.Show();
Hide();
}
Upvotes: 0
Views: 237
Reputation: 9479
Try something like below. A button is used to start the timer and set the initial values.
int count = 3;
private void button2_Click(object sender, EventArgs e) {
timer1.Interval = 1000;
count = 3;
label1.Text = "GAME STARTS IN: " + count;
timer1.Start();
}
private void timer1_Tick(object sender, EventArgs e) {
count--;
if (count != 0) {
label1.Text = "GAME STARTS IN: " + count;
}
else {
timer1.Stop();
label1.Text = "GAME STARTED";
MessageBox.Show(" -> GO");
}
}
Edit per OP comments.
Try the code like this in the start screen form...
private void StartMultiplayerGame(object sender, EventArgs e) {
count = 3;
label1.Text = "GAME STARTS IN: " + count;
timer1.Start();
}
Then change the timer code to...
private void timer1_Tick(object sender, EventArgs e) {
count--;
if (count != 0) {
label1.Text = "GAME STARTS IN: " + count;;
}
else {
timer1.Stop();
label1.Text = "Game Started";
GameScreen startGame = new GameScreen();
startGame.Show();
this.Hide();
}
}
Upvotes: 1
Reputation: 109762
The "modern" way to do this is using async/await.
For example, launching the DoCountdown() from a button handler could look like this:
async void testBtn_Click(object sender, EventArgs e)
{
await DoCountdown();
}
async Task DoCountdown()
{
// <Initialisation of Countdown elided for brevity>
for (int i = 3; i > 0; i--)
{
Countdown.Text = "GAME STARTS IN: " + i;
await Task.Delay(1000);
}
}
However, whatever calls DoCountdown()
will need to be declared as async
, and so on up the call tree.
Note that the only acceptable place to have async void
rather than async Task
as a return type for an async method is where the method is an event handler such as the button handler in the example above.
Upvotes: 0
Reputation: 435
loop blocking the main thread to refresh UI so the required scenario can be archived by moving the loop to a separate method
void doCountDown()
{
for (int i = 10; i > 0; i--)
{
setCountDownText( "GAME STARTS IN: " + i);
System.Threading.Thread.Sleep(1000);
}
}
creating anew thread that start this method
new System.Threading.Thread(new System.Threading.ThreadStart(doCountDown)).Start();
and because of the need to update UI in another thread and to make it safe separate the setText in a separate method that update based on checking required to invoke property this will make it work in all cases
void setCountDownText(string txtValue)
{
if (Countdown.InvokeRequired)
{
Action safeWrite = delegate { setCountDownText(txtValue); };
Countdown.Invoke(safeWrite);
}
else
Countdown.Text = txtValue;
}
Upvotes: 0