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pygame.time.get_ticks - get the time in milliseconds | get the time in milliseconds |
pygame.time.wait - pause the program for an amount of time | pause the program for an amount of time |
pygame.time.delay - pause the program for an amount of time | pause the program for an amount of time |
pygame.time.set_timer - repeatedly create an event on the event queue | repeatedly create an event on the event queue |
pygame.time.Clock - create an object to help track time | create an object to help track time |
Times in pygame are represented in milliseconds (1/1000 seconds). Most platforms have a limited time resolution of around 10 milliseconds. This resolution, in milliseconds, is given in the TIMER_RESOLUTION constant.
Return the number of millisconds since pygame.init - initialize all imported pygame modules was called. Before pygame is initialized this will always be 0.
Will pause for a given number of milliseconds. This function sleeps the process to share the processor with other programs. A program that waits for even a few milliseconds will consume very little processor time. It is slightly less accurate than the pygame.time.delay - pause the program for an amount of time function.
This returns the actual number of milliseconds used.
Will pause for a given number of milliseconds. This function will use the processor (rather than sleeping) in order to make the delay more accurate than pygame.time.wait - pause the program for an amount of time.
This returns the actual number of milliseconds used.
Set an event type to appear on the event queue every given number of milliseconds. The first event will not appear until the amount of time has passed.
Every event type can have a separate timer attached to it. It is best to use the value between pygame.USEREVENT and pygame.NUMEVENTS.
To disable the timer for an event, set the milliseconds argument to 0.
Clock.tick - update the clock | update the clock |
Clock.tick_busy_loop - update the clock | update the clock |
Clock.get_time - time used in the previous tick | time used in the previous tick |
Clock.get_rawtime - actual time used in the previous tick | actual time used in the previous tick |
Clock.get_fps - compute the clock framerate | compute the clock framerate |
Creates a new Clock object that can be used to track an amount of time. The clock also provides several functions to help control a game's framerate.
This method should be called once per frame. It will compute how many milliseconds have passed since the previous call.
If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second.
Note that this function uses SDL_Delay function which is not accurate on every platform, but does not use much cpu. Use tick_busy_loop if you want an accurate timer, and don't mind chewing cpu.
This method should be called once per frame. It will compute how many milliseconds have passed since the previous call.
If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second.
Note that this function uses pygame.time.delay, which uses lots of cpu in a busy loop to make sure that timing is more acurate.
New in pygame 1.8.0.
Returns the parameter passed to the last call to Clock.tick - update the clock. It is the number of milliseconds passed between the previous two calls to Pygame.tick().
Similar to Clock.get_time - time used in the previous tick, but this does not include any time used while Clock.tick - update the clock was delaying to limit the framerate.
Compute your game's framerate (in frames per second). It is computed by averaging the last few calls to Clock.tick - update the clock.