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<section id="module-pygame.time">
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<span id="pygame-time"></span><dl class="definition">
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<dt class="title module sig sig-object">
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<code class="docutils literal notranslate"><span class="pre">pygame.time</span></code></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">pygame module for monitoring time</span></div>
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</div>
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<table class="toc docutils align-default">
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<tbody>
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<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.get_ticks">pygame.time.get_ticks</a></div>
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</td>
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<td>—</td>
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<td>get the time in milliseconds</td>
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</tr>
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<tr class="row-even"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.wait">pygame.time.wait</a></div>
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</td>
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<td>—</td>
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<td>pause the program for an amount of time</td>
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</tr>
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<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.delay">pygame.time.delay</a></div>
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</td>
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<td>—</td>
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<td>pause the program for an amount of time</td>
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</tr>
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<tr class="row-even"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.set_timer">pygame.time.set_timer</a></div>
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</td>
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<td>—</td>
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<td>repeatedly create an event on the event queue</td>
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</tr>
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<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.Clock">pygame.time.Clock</a></div>
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</td>
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<td>—</td>
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<td>create an object to help track time</td>
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</tr>
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</tbody>
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</table>
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<p>Times in pygame are represented in milliseconds (1/1000 seconds). Most
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platforms have a limited time resolution of around 10 milliseconds. This
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resolution, in milliseconds, is given in the <code class="docutils literal notranslate"><span class="pre">TIMER_RESOLUTION</span></code> constant.</p>
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<dl class="py function definition">
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<dt class="sig sig-object py title" id="pygame.time.get_ticks">
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<span class="sig-prename descclassname"><span class="pre">pygame.time.</span></span><span class="sig-name descname"><span class="pre">get_ticks</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.get_ticks" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">get the time in milliseconds</span></div>
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<div class="line"><span class="signature">get_ticks() -> milliseconds</span></div>
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</div>
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<p>Return the number of milliseconds since <code class="docutils literal notranslate"><span class="pre">pygame.init()</span></code> was called. Before
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pygame is initialized this will always be 0.</p>
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</dd></dl>
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<dl class="py function definition">
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<dt class="sig sig-object py title" id="pygame.time.wait">
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<span class="sig-prename descclassname"><span class="pre">pygame.time.</span></span><span class="sig-name descname"><span class="pre">wait</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.wait" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">pause the program for an amount of time</span></div>
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<div class="line"><span class="signature">wait(milliseconds) -> time</span></div>
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</div>
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<p>Will pause for a given number of milliseconds. This function sleeps the
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process to share the processor with other programs. A program that waits for
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even a few milliseconds will consume very little processor time. It is
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slightly less accurate than the <code class="docutils literal notranslate"><span class="pre">pygame.time.delay()</span></code> function.</p>
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<p>This returns the actual number of milliseconds used.</p>
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</dd></dl>
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<dl class="py function definition">
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<dt class="sig sig-object py title" id="pygame.time.delay">
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<span class="sig-prename descclassname"><span class="pre">pygame.time.</span></span><span class="sig-name descname"><span class="pre">delay</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.delay" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">pause the program for an amount of time</span></div>
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<div class="line"><span class="signature">delay(milliseconds) -> time</span></div>
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</div>
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<p>Will pause for a given number of milliseconds. This function will use the
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processor (rather than sleeping) in order to make the delay more accurate
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than <code class="docutils literal notranslate"><span class="pre">pygame.time.wait()</span></code>.</p>
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<p>This returns the actual number of milliseconds used.</p>
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</dd></dl>
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<dl class="py function definition">
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<dt class="sig sig-object py title" id="pygame.time.set_timer">
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<span class="sig-prename descclassname"><span class="pre">pygame.time.</span></span><span class="sig-name descname"><span class="pre">set_timer</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.set_timer" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">repeatedly create an event on the event queue</span></div>
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<div class="line"><span class="signature">set_timer(event, millis) -> None</span></div>
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<div class="line"><span class="signature">set_timer(event, millis, loops=0) -> None</span></div>
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</div>
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<p>Set an event to appear on the event queue every given number of milliseconds.
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The first event will not appear until the amount of time has passed.</p>
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<p>The <code class="docutils literal notranslate"><span class="pre">event</span></code> attribute can be a <code class="docutils literal notranslate"><span class="pre">pygame.event.Event</span></code> object or an integer
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type that denotes an event.</p>
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<p><code class="docutils literal notranslate"><span class="pre">loops</span></code> is an integer that denotes the number of events posted. If 0 (default)
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then the events will keep getting posted, unless explicitly stopped.</p>
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<p>To disable the timer for such an event, call the function again with the same
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event argument with <code class="docutils literal notranslate"><span class="pre">millis</span></code> argument set to 0.</p>
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<p>It is also worth mentioning that a particular event type can only be put on a
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timer once. In other words, there cannot be two timers for the same event type.
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Setting an event timer for a particular event discards the old one for that
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event type.</p>
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<p><code class="docutils literal notranslate"><span class="pre">loops</span></code> replaces the <code class="docutils literal notranslate"><span class="pre">once</span></code> argument, and this does not break backward
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compatibility</p>
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<div class="versionadded">
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<p><span class="versionmodified added">New in pygame 2.0.0.dev3: </span>once argument added.</p>
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</div>
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<div class="versionchanged">
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<p><span class="versionmodified changed">Changed in pygame 2.0.1: </span>event argument supports <code class="docutils literal notranslate"><span class="pre">pygame.event.Event</span></code> object</p>
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</div>
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<div class="versionadded">
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<p><span class="versionmodified added">New in pygame 2.0.1: </span>added loops argument to replace once argument</p>
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</div>
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</dd></dl>
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<dl class="py class definition">
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<dt class="sig sig-object py title" id="pygame.time.Clock">
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<span class="sig-prename descclassname"><span class="pre">pygame.time.</span></span><span class="sig-name descname"><span class="pre">Clock</span></span><a class="headerlink" href="#pygame.time.Clock" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">create an object to help track time</span></div>
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<div class="line"><span class="signature">Clock() -> Clock</span></div>
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</div>
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<table class="toc docutils align-default">
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<tbody>
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<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.Clock.tick">pygame.time.Clock.tick</a></div>
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</td>
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<td>—</td>
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<td>update the clock</td>
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</tr>
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<tr class="row-even"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.Clock.tick_busy_loop">pygame.time.Clock.tick_busy_loop</a></div>
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</td>
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<td>—</td>
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<td>update the clock</td>
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</tr>
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<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.Clock.get_time">pygame.time.Clock.get_time</a></div>
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</td>
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<td>—</td>
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<td>time used in the previous tick</td>
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</tr>
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<tr class="row-even"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.Clock.get_rawtime">pygame.time.Clock.get_rawtime</a></div>
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</td>
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<td>—</td>
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<td>actual time used in the previous tick</td>
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</tr>
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<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="time.html#pygame.time.Clock.get_fps">pygame.time.Clock.get_fps</a></div>
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</td>
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<td>—</td>
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<td>compute the clock framerate</td>
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</tr>
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</tbody>
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</table>
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<p>Creates a new Clock object that can be used to track an amount of time. The
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clock also provides several functions to help control a game's framerate.</p>
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<dl class="py method definition">
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<dt class="sig sig-object py title" id="pygame.time.Clock.tick">
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<span class="sig-name descname"><span class="pre">tick</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.Clock.tick" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">update the clock</span></div>
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<div class="line"><span class="signature">tick(framerate=0) -> milliseconds</span></div>
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</div>
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<p>This method should be called once per frame. It will compute how many
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milliseconds have passed since the previous call.</p>
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<p>If you pass the optional framerate argument the function will delay to
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keep the game running slower than the given ticks per second. This can be
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used to help limit the runtime speed of a game. By calling
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<code class="docutils literal notranslate"><span class="pre">Clock.tick(40)</span></code> once per frame, the program will never run at more
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than 40 frames per second.</p>
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<p>Note that this function uses SDL_Delay function which is not accurate on
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every platform, but does not use much CPU. Use tick_busy_loop if you want
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an accurate timer, and don't mind chewing CPU.</p>
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</dd></dl>
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|
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<dl class="py method definition">
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<dt class="sig sig-object py title" id="pygame.time.Clock.tick_busy_loop">
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<span class="sig-name descname"><span class="pre">tick_busy_loop</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.Clock.tick_busy_loop" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">update the clock</span></div>
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<div class="line"><span class="signature">tick_busy_loop(framerate=0) -> milliseconds</span></div>
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</div>
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<p>This method should be called once per frame. It will compute how many
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milliseconds have passed since the previous call.</p>
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<p>If you pass the optional framerate argument the function will delay to
|
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keep the game running slower than the given ticks per second. This can be
|
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used to help limit the runtime speed of a game. By calling
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<code class="docutils literal notranslate"><span class="pre">Clock.tick_busy_loop(40)</span></code> once per frame, the program will never run at
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more than 40 frames per second.</p>
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<p>Note that this function uses <a class="tooltip reference internal" href="#pygame.time.delay" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.time.delay()</span></code><span class="tooltip-content">pause the program for an amount of time</span></a>, which uses lots
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of CPU in a busy loop to make sure that timing is more accurate.</p>
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<div class="versionadded">
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<p><span class="versionmodified added">New in pygame 1.8.</span></p>
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</div>
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</dd></dl>
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|
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<dl class="py method definition">
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<dt class="sig sig-object py title" id="pygame.time.Clock.get_time">
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<span class="sig-name descname"><span class="pre">get_time</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.Clock.get_time" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">time used in the previous tick</span></div>
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<div class="line"><span class="signature">get_time() -> milliseconds</span></div>
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</div>
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<p>The number of milliseconds that passed between the previous two calls to
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<code class="docutils literal notranslate"><span class="pre">Clock.tick()</span></code>.</p>
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</dd></dl>
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<dl class="py method definition">
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<dt class="sig sig-object py title" id="pygame.time.Clock.get_rawtime">
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<span class="sig-name descname"><span class="pre">get_rawtime</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.Clock.get_rawtime" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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<div class="line"><span class="summaryline">actual time used in the previous tick</span></div>
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<div class="line"><span class="signature">get_rawtime() -> milliseconds</span></div>
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</div>
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<p>Similar to <code class="docutils literal notranslate"><span class="pre">Clock.get_time()</span></code>, but does not include any time used
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while <code class="docutils literal notranslate"><span class="pre">Clock.tick()</span></code> was delaying to limit the framerate.</p>
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</dd></dl>
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<dl class="py method definition">
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<dt class="sig sig-object py title" id="pygame.time.Clock.get_fps">
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<span class="sig-name descname"><span class="pre">get_fps</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.time.Clock.get_fps" title="Permalink to this definition">¶</a></dt>
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<dd><div class="line-block">
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||
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<div class="line"><span class="summaryline">compute the clock framerate</span></div>
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<div class="line"><span class="signature">get_fps() -> float</span></div>
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</div>
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<p>Compute your game's framerate (in frames per second). It is computed by
|
||
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averaging the last ten calls to <code class="docutils literal notranslate"><span class="pre">Clock.tick()</span></code>.</p>
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</dd></dl>
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</dd></dl>
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<br /><br />
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<hr />
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<a href="https://github.com/pygame/pygame/edit/main/docs/reST/ref\time.rst" rel="nofollow">Edit on GitHub</a>
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