Implementing a timer for your Minesweeper game can add an extra layer of challenge and excitement. We can use SDL's time-related functions to create a simple but effective timer. Here's how you can implement it:
First, let's add some variables to keep track of the time in our MinesweeperUI
 class:
class MinesweeperUI {
private:
Uint32 StartTime{0};
Uint32 CurrentTime{0};
bool TimerRunning{false};
// ... (other members)
};
We'll start the timer when the first cell is revealed. In your HandleEvent
 method:
void MinesweeperUI::HandleEvent(
const SDL_Event &E) {
if (E.type == SDL_MOUSEBUTTONDOWN) {
// ... (existing code)
if (FirstCellRevealed && !TimerRunning) {
StartTime = SDL_GetTicks();
TimerRunning = true;
}
}
}
We need to update the timer in each frame. Add this to your Update
 method:
void MinesweeperUI::Update() {
if (TimerRunning) {
CurrentTime = SDL_GetTicks() - StartTime;
}
// ... (other update logic)
}
Now, let's display the timer. We'll create a method to format the time:
std::string MinesweeperUI::FormatTime(
Uint32 Milliseconds) {
int Seconds = Milliseconds / 1000;
int Minutes = Seconds / 60;
Seconds %= 60;
std::stringstream SS;
SS << std::setfill('0') << std::setw(2)
<< Minutes << ":" << std::setfill('0')
<< std::setw(2) << Seconds;
return SS.str();
}
And use it in our Render
 method:
void MinesweeperUI::Render(
SDL_Surface *Surface) {
// ... (existing rendering code)
std::string TimeString =
FormatTime(CurrentTime);
Engine::Text TimeText{10, 10, 100, 30,
TimeString};
TimeText.Render(Surface);
}
We should stop the timer when the game ends (either win or lose):
void MinesweeperUI::EndGame(bool Win) {
TimerRunning = false;
// ... (other end game logic)
}
Here's a complete example putting it all together:
#include <SDL.h>
#include <iomanip>
#include <sstream>
#include "Engine/Text.h"
class MinesweeperUI {
public:
void HandleEvent(const SDL_Event &E) {
if (E.type == SDL_MOUSEBUTTONDOWN) {
// ... (existing code)
if (FirstCellRevealed && !TimerRunning) {
StartTime = SDL_GetTicks();
TimerRunning = true;
}
}
}
void Update() {
if (TimerRunning) {
CurrentTime = SDL_GetTicks() - StartTime;
}
// ... (other update logic)
}
void Render(SDL_Surface *Surface) {
// ... (existing rendering code)
std::string TimeString =
FormatTime(CurrentTime);
Engine::Text TimeText{10, 10, 100, 30,
TimeString};
TimeText.Render(Surface);
}
void EndGame(bool Win) {
TimerRunning = false;
// ... (other end game logic)
}
private:
std::string FormatTime(Uint32 Milliseconds) {
int Seconds = Milliseconds / 1000;
int Minutes = Seconds / 60;
Seconds %= 60;
std::stringstream SS;
SS << std::setfill('0') << std::setw(2)
<< Minutes << ":" << std::setfill('0')
<< std::setw(2) << Seconds;
return SS.str();
}
Uint32 StartTime{0};
Uint32 CurrentTime{0};
bool TimerRunning{false};
// ... (other members)
};
This implementation provides a basic timer that starts when the first cell is revealed, updates every frame, and stops when the game ends. The time is displayed in the format "MM:SS" in the top-left corner of the game window. You can adjust the position and formatting as needed to fit your game's UIÂ design.
Answers to questions are automatically generated and may not have been reviewed.
An introduction to the generic engine classes we'll use to create the game