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pygame.time.get_ticks | get the time in milliseconds |
pygame.time.wait | pause the program for an amount of time |
pygame.time.delay | pause the program for an amount of time |
pygame.time.set_timer | repeatedly create an event on the event queue |
pygame.time.Clock | 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.
Return the number of millisconds since pygame.init 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 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.
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 |
Clock.get_time | time used in the previous tick |
Clock.get_rawtime | actual time used in the previous tick |
Clock.get_fps | 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 an optional delay value, this function will delay until the given amount of milliseconds have passed since the previous call. This can be used to help limit the runtime speed of a game. By calling Clock.tick(1000/40) once per frame, the program will never run at more than 40 frames per second.
Returns the parameter passed to the last call to Clock.tick. It is the number of milliseconds passed between the previous two calls to Pygame.tick().
Similar to Clock.get_time, but this does not include any time used while Clock.tick 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.