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ProjektAI/kelner/venv/Lib/site-packages/pygame/tests/time_test.py

205 lines
6.7 KiB
Python

import unittest
import pygame
Clock = pygame.time.Clock
class ClockTypeTest(unittest.TestCase):
def test_construction(self):
"""Ensure a Clock object can be created"""
c = Clock()
self.assertTrue(c, "Clock cannot be constructed")
def todo_test_get_fps(self):
# __doc__ (as of 2008-08-02) for pygame.time.Clock.get_fps:
# Clock.get_fps(): return float
# compute the clock framerate
#
# Compute your game's framerate (in frames per second). It is computed
# by averaging the last few calls to Clock.tick().
#
self.fail()
# delay_per_frame = 1 / 100.0
#
# c = Clock()
#
# for f in range(100):
# c.tick()
# time.sleep(delay_per_frame)
#
# self.assertTrue(99.0 < c.get_fps() < 101.0)
def todo_test_get_rawtime(self):
# __doc__ (as of 2008-08-02) for pygame.time.Clock.get_rawtime:
# Clock.get_rawtime(): return milliseconds
# actual time used in the previous tick
#
# Similar to Clock.get_time(), but this does not include any time used
# while Clock.tick() was delaying to limit the framerate.
#
self.fail()
def todo_test_get_time(self):
# __doc__ (as of 2008-08-02) for pygame.time.Clock.get_time:
# Clock.get_time(): return milliseconds
# time used in the previous tick
#
# 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().
#
self.fail()
# c = Clock()
# c.tick() #between here
# time.sleep(0.02)
# #get_time()
# c.tick() # here
#
# time.sleep(0.02)
#
# self.assertTrue(20 <= c.get_time() <= 30)
def todo_test_tick(self):
# __doc__ (as of 2008-08-02) for pygame.time.Clock.tick:
# Clock.tick(framerate=0): return milliseconds
# control timer events
# update the clock
#
# 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.
#
self.fail()
# collection = []
# c = Clock()
#
# c.tick()
# for i in range(100):
# time.sleep(0.005)
# collection.append(c.tick())
#
# for outlier in [min(collection), max(collection)]:
# if outlier != 5: collection.remove(outlier)
#
# self.assertEqual(sum(collection) / len(collection), 5)
def todo_test_tick_busy_loop(self):
# __doc__ (as of 2008-08-02) for pygame.time.Clock.tick_busy_loop:
# Clock.tick_busy_loop(framerate=0): return milliseconds
# control timer events
# update the clock
#
# 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.
self.fail()
class TimeModuleTest(unittest.TestCase):
def todo_test_delay(self):
# __doc__ (as of 2008-08-02) for pygame.time.delay:
# pygame.time.delay(milliseconds): return time
# pause the program for an amount of time
#
# 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.
self.fail()
def todo_test_get_ticks(self):
# __doc__ (as of 2008-08-02) for pygame.time.get_ticks:
# pygame.time.get_ticks(): return milliseconds
# get the time in milliseconds
#
# Return the number of millisconds since pygame.init() was called.
# Before pygame is initialized this will always be 0.
#
self.fail()
def todo_test_set_timer(self):
# __doc__ (as of 2008-08-02) for pygame.time.set_timer:
# pygame.time.set_timer(eventid, milliseconds): return None
# repeatedly create an event on the event queue
#
# 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.
self.fail()
def todo_test_wait(self):
# __doc__ (as of 2008-08-02) for pygame.time.wait:
# pygame.time.wait(milliseconds): return time
# pause the program for an amount of time
#
# 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.
self.fail()
################################################################################
if __name__ == '__main__':
unittest.main()