I have a game in C# and I need to allow tournament mode in which each round will be of 2 minutes. How can I display the time from 0:00 up till 2:00 on the form?
I have this in a constructor:
Timer timer = new Timer();
timer.Interval = 1000;
timer.Tick += new EventHandler(Timer_Tick);
timer.Start();
And this is the Event Handler
void Timer_Tick(object sender, EventArgs e)
{
this.textBox1.Text = DateTime.Now.ToLongTimeString();
}
but I don't know how I can begin the time from 0:00 instread of the current time.. I tried creating a DateTime instance but when I do myDateTime.ToString(); in the event handler, it just remains 0:00.
I tried searching but I can't find anything related.
Thanks a lot !
Save current time to field when you are starting timer:
_startTime = DateTime.Now;
timer.Start();
And calculate difference later:
void Timer_Tick(object sender, EventArgs e)
{
this.textBox1.Text = (DateTime.Now - _startTime).ToString(#"mm\:ss");
}
You need a member variable that is in scope for both the timer initialization and the Timer_Tick event handler.
class Something
{
DateTime _myDateTime;
Timer _timer;
public Something()
{
_timer = new Timer();
_timer.Interval = 1000;
_timer.Tick += Timer_Tick;
_myDateTime = DateTime.Now;
_timer.Start();
}
void Timer_Tick(object sender, EventArgs e)
{
var diff = DateTime.Now.Subtract(_myDateTime);
this.textBox1.Text = diff.ToString();
}
}
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
Thread.Sleep(10000);
stopWatch.Stop();
// Get the elapsed time as a TimeSpan value.
TimeSpan ts = stopWatch.Elapsed;
// Format and display the TimeSpan value.
string elapsedTime = String.Format("{0:00}:{1:00}:{2:00}.{3:00}",
ts.Hours, ts.Minutes, ts.Seconds,
ts.Milliseconds / 10);
void Timer_Tick(object sender, EventArgs e)
{
label1.Text = stopWatch.ElapsedTicks.ToString();
}
You can store a DateTime.Now when you start the timer and then in every timer tick handler calculate how much time has passed between DateTime.Now and the stored start date. If you have a pause, you will need to also keep track of how long the game has been paused.
Considering the inconviniences with the above method, I would suggest you declare a StopWatch somewhere, instantiate and start it where you call timer.Start and then in your timer tick just read the Elapsed property of the StopWatch. You can even Stop and Start (pause) it if you need.
Related
I'm new to CS and WPF. I'm going to get a DateTime object and set it as the beginning of my timer. But I used DispatcherTimer.Tick. I can feel it inaccurate with a little care and playing with window controls. It apparently its in a single thread beside other functions of program.
DispatcherTimer timer = new DispatcherTimer();
timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += timer_Tick;
timer.Start();
void timer_Tick(object sender, EventArgs e)
{
dateTime = dateTime.AddSeconds(1);
TimeTb.Text = dateTime.ToLongTimeString();
}
Is there another method to use for a more accurate timer?
Do not add up seconds. This is accurate:
private TimeSpan offset;
void timer_Tick(object sender, EventArgs e)
{
TimeTb.Text = (DateTime.Now - offset).ToLongTimeString();
}
If you want to show the time elapsed since a start time:
private DateTime start = DateTime.Now;
void timer_Tick(object sender, EventArgs e)
{
TimeTb.Text = (DateTime.Now - start).ToString();
}
Definitely. Take a look at the System.Diagnostics.Stopwatch class. You're re-inventing the wheel!
How can I create a elapsed time method that goes beyond 60 seconds AND counts only in seconds. My current implementation constantly repeats every 60 seconds.
CODE:
void timer_Tick(object sender, EventArgs e)
{
time = DateTime.Now.Second.ToString();
//DateTime.Now.ToLongTimeString();
}
public void timeSetup()
{
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 1);
//timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += timer_Tick;
timer.Start();
}
No need to make things harder than necessary:
class TimerClass
{
public int time;
void timer_Tick(object sender, EventArgs e)
{
time++;
}
public void timeSetup()
{
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 1);
timer.Tick += timer_Tick;
timer.Start();
}
}
This calls the Tick handler every second and counts the number of times it is called. This can be imprecise for measuring long periods of time. For the long run, use
time = (DateTime.Now - startTime).TotalSeconds;
where startTime is initialized as the time when you start the timer.
DateTime newDate = new DateTime(2013, 1, 1);
void AddTime()
{
timer1.Interval = 600000;
timer1.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
newDate = newDate.AddMonths(+3);
lblDate.Text = newDate.ToString();
}
For some reason changing the timer1.Interval does not change the speed of 3 months being added to the newDate, it is always constant. I am trying to have 1 minute real life time equal 3 months in the game.
I am using C#.
Your initial timer interval is bit larger. Below is sample complete application. working as expected
using System;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
DateTime newDate = new DateTime(2013, 1, 1);
public Form1()
{
InitializeComponent();
AddTime(); // call the method, otherwise timer will not start
}
void AddTime()
{
timer1.Interval = 60000; // every minute (1 minute = 60000 milliseconds)
timer1.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
newDate = newDate.AddMonths(3);
label1.Text = newDate.ToString();
}
// if you need to set timet interval after timer start, do as below
private void button1_Click(object sender, EventArgs e)
{
timer1.Stop();
timer1.Interval = 30000; // set interval 30 seconds
timer1.Start();
}
}
}
Make sure the value .Interval is the one you want.
You have 600 000 that is 600 seconds or 10 min.
Did you give enough time to run the event?
Debug it and put a breakpoing.
Your interval is way too high currently, it's 600 seconds instead of 60:
DateTime newDate = new DateTime(2013, 1, 1);
void AddTime()
{
timer1.Interval = 60000; // was 600 seconds, now 60
timer1.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
newDate = newDate.AddMonths(3); // + sign shouldn't be here
lblDate.Text = newDate.ToString();
}
Edit:
Now I see that you aren't calling AddTime() at the moment, and are unclear of where to do it. It is hard to say without more information, but if you are using Winforms you could use the form's load event. Or if it's a class you could use the constructor to call it.
Basically the method that initialises the object that you are working with.
You're going about it the wrong way. First compute the RATIO of "game time" to "normal time". Months, however, are problematic since the number of days in a month is variable. Instead, we can use a quarter (365 / 4) and work from there. Use a Stopwatch to track how much time has elapsed, and add that to the reference date to get "real time". "Game time", then, is simply the elapsed time multiplied by the ratio, and then added to the reference time. Using this model, the Timer Interval() is IRREVELANT; we could update once a minute, once a second, or four times a second, and the code for determining real/game time is completely the same...and all times remain accurate when we update the display:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
// update once per second, but the rate here is IRREVELANT...
// ...and can be changed without affecting the real/game timing
timer1.Interval = 1000;
timer1.Tick += new EventHandler(timer1_Tick);
}
private DateTime dtReal;
private DateTime dtGame;
private DateTime dtReference;
private System.Diagnostics.Stopwatch SW = new System.Diagnostics.Stopwatch();
private double TimeRatio = (TimeSpan.FromDays(365).TotalMilliseconds / 4.0) / TimeSpan.FromMinutes(1).TotalMilliseconds;
private void button1_Click(object sender, EventArgs e)
{
StartTime();
}
private void StartTime()
{
dtReference = new DateTime(2013, 1, 1);
SW.Restart();
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
UpdateTimes();
DisplayTimes();
}
private void UpdateTimes()
{
double elapsed = (double)SW.ElapsedMilliseconds;
dtReal = dtReference.AddMilliseconds(elapsed);
dtGame = dtReference.AddMilliseconds(elapsed * TimeRatio);
}
private void DisplayTimes()
{
lblReference.Text = dtReference.ToString();
lblReal.Text = dtReal.ToString();
lblGame.Text = dtGame.ToString();
}
}
Edit: Added screenshots...
Just after ONE minute = approx 3 months
Just after FOUR minutes = approx 1 year
I am having problems with making a Timer App on Windows phone.
I have the text box set to 00:00:00 and im trying to increment it every second but after the first second it wont do any more. I am sure it is an easy fix and would be very appreciative of any help. Thank you
public MainPage()
{
InitializeComponent();
DispatcherTimer timer = new DispatcherTimer();
timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += OnTimerTick;
timer.Start();
}
void OnTimerTick(object sender, EventArgs args)
{
txtTimer.Text = DateTime.Now.ToString();
}
private void btnStartClick(object sender, EventArgs e)
{
DispatcherTimer timer = new DispatcherTimer();
timer.Tick +=
delegate(object s, EventArgs args)
{
TimeSpan time = new TimeSpan(0);
time += TimeSpan.FromSeconds(1);
this.timenow.Text = string.Format("{0:D2}:{1:D2}:{2:D2}", time.Hours, time.Minutes, time.Seconds);
};
timer.Interval = new TimeSpan(0, 0, 1);
timer.Start();
}
TimeSpan time = new TimeSpan(0);
time += TimeSpan.FromSeconds(1);
this.timenow.Text = string.Format("{0:D2}:{1:D2}:{2:D2}", time.Hours, time.Minutes, time.Seconds);
The time variable is created each time the timer ticks. Thus each time you add one second to zero time span. You need to extract it from the delegate. Normally you would make it a class field.
I have a sync timer in my app that fires up a function at a given time... now I want to know how much time is left until the next call to that function.
This is my call to the timer:
var syncTime = time.activitylog;
double time = TimeSpan.Parse(syncTime).TotalMilliseconds;
System.Timers.Timer myTimer = new System.Timers.Timer();
myTimer.Elapsed += new ElapsedEventHandler(DisplayTimeEvent);
myTimer.Interval = time;
myTimer.Start();
How do I get the time until next call?
Thanks
You can use another timer, and set the Interval of that the value that you want,exactly a part time of the Interval of original timer.
Then start them Simultaneously,I mean at the same time.
UPDATE :
Maybe this code describes my solution better :
public Form1()
{
InitializeComponent();
}
System.Windows.Forms.Timer trOriginal = new System.Windows.Forms.Timer();
System.Windows.Forms.Timer trRemain = new System.Windows.Forms.Timer();
double remain = 0;
private void button1_Click(object sender, EventArgs e)
{
trOriginal.Interval = 1000;
trRemain.Interval = 1;
trOriginal.Tick += new EventHandler(trOriginal_Tick);
trRemain.Tick += new EventHandler(trRemain_Tick);
trOriginal.Start();
trRemain.Start();
}
void trRemain_Tick(object sender, EventArgs e)
{
remain -= trRemain.Interval;
Console.WriteLine("remain MS to next event : " + remain);
}
void trOriginal_Tick(object sender, EventArgs e)
{
remain = trOriginal.Interval;
}
You can use a System.Diagnostics.Stopwatch to keep track of how much time has passed already and restart the Stopwatch with every tick of your Timer.
Stopwatch watch = new Stopwatch();
private void DisplayTimeEvent(object sender, EventArgs e)
{
watch.Restart();
// Whatever is supposed to happen, when the timer ticks
}
Now whenever you want to know how much time is left until the event is fired next, you can do this:
long timeLeft = myTimer.Interval - watch.ElapsedMilliseconds;