I'm working on a card game in C# for a project on my Intro to OOP paper and have got the game working now but am adding "flair" to the GUI.
Currently cards are dealt and appear on the UI instantaneously. I want to have to program pause for a moment after dealing a card before it deals the next.
When a game is started the following code runs to populate the PictureBoxes that represent them (will be a loop eventually):
cardImage1.Image = playDeck.deal().show();
cardImage2.Image = playDeck.deal().show();
cardImage3.Image = playDeck.deal().show();
cardImage4.Image = playDeck.deal().show();
cardImage5.Image = playDeck.deal().show();
...
I have tries using System.Threading.Thread.Sleep(100); between each deal().show() and also inside each of those methods but all it achieves is locking up my GUI until all of the sleeps have processed then display all of the cards at once.
I have also tried using a combination of a timer and while loop but it resulted in the same effect.
What would be the best way of achieving the desired result?
The problem is that any code that you run on the UI will block the UI and freeze the program. When your code is running (even if it's running Thread.Sleep
), messages (such as Paint or Click) sent to the UI will not be processed (until control returns to the message loop when you exit your event handler), causing it to freeze.
The best way to do this is to run on a background thread, and then Invoke
to the UI thread between sleeps, like this:
//From the UI thread,
ThreadPool.QueueUserWorkItem(delegate {
//This code runs on a backround thread.
//It will not block the UI.
//However, you can't manipulate the UI from here.
//Instead, call Invoke.
Invoke(new Action(delegate { cardImage1.Image = playDeck.deal().show(); }));
Thread.Sleep(100);
Invoke(new Action(delegate { cardImage2.Image = playDeck.deal().show(); }));
Thread.Sleep(100);
Invoke(new Action(delegate { cardImage3.Image = playDeck.deal().show(); }));
Thread.Sleep(100);
//etc...
});
//The UI thread will continue while the delegate runs in the background.
Alternatively, you could make a timer and show each image in the next timer tick. If you use a timer, all you should do at the beginning is start the timer; don't wait for it or you'll introduce the same problem.
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