.. include:: common.txt :mod:`pygame.time` ================== .. module:: pygame.time :synopsis: pygame module for monitoring time | :sl:`pygame module for monitoring 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. .. function:: get_ticks | :sl:`get the time in milliseconds` | :sg:`get_ticks() -> milliseconds` Return the number of milliseconds since ``pygame.init()`` was called. Before pygame is initialized this will always be 0. .. ## pygame.time.get_ticks ## .. function:: wait | :sl:`pause the program for an amount of time` | :sg:`wait(milliseconds) -> 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. .. ## pygame.time.wait ## .. function:: delay | :sl:`pause the program for an amount of time` | :sg:`delay(milliseconds) -> 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. .. ## pygame.time.delay ## .. function:: set_timer | :sl:`repeatedly create an event on the event queue` | :sg:`set_timer(event, millis) -> None` | :sg:`set_timer(event, millis, loops=0) -> None` Set an event to appear on the event queue every given number of milliseconds. The first event will not appear until the amount of time has passed. The ``event`` attribute can be a ``pygame.event.Event`` object or an integer type that denotes an event. ``loops`` is an integer that denotes the number of events posted. If 0 (default) then the events will keep getting posted, unless explicitly stopped. To disable the timer for such an event, call the function again with the same event argument with ``millis`` argument set to 0. It is also worth mentioning that a particular event type can only be put on a timer once. In other words, there cannot be two timers for the same event type. Setting an event timer for a particular event discards the old one for that event type. ``loops`` replaces the ``once`` argument, and this does not break backward compatibility .. versionadded:: 2.0.0.dev3 once argument added. .. versionchanged:: 2.0.1 event argument supports ``pygame.event.Event`` object .. versionadded:: 2.0.1 added loops argument to replace once argument .. ## pygame.time.set_timer ## .. class:: Clock | :sl:`create an object to help track time` | :sg:`Clock() -> Clock` 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. .. method:: tick | :sl:`update the clock` | :sg:`tick(framerate=0) -> milliseconds` 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. .. ## Clock.tick ## .. method:: tick_busy_loop | :sl:`update the clock` | :sg:`tick_busy_loop(framerate=0) -> milliseconds` 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_busy_loop(40)`` once per frame, the program will never run at more than 40 frames per second. Note that this function uses :func:`pygame.time.delay`, which uses lots of CPU in a busy loop to make sure that timing is more accurate. .. versionadded:: 1.8 .. ## Clock.tick_busy_loop ## .. method:: get_time | :sl:`time used in the previous tick` | :sg:`get_time() -> milliseconds` The number of milliseconds that passed between the previous two calls to ``Clock.tick()``. .. ## Clock.get_time ## .. method:: get_rawtime | :sl:`actual time used in the previous tick` | :sg:`get_rawtime() -> milliseconds` Similar to ``Clock.get_time()``, but does not include any time used while ``Clock.tick()`` was delaying to limit the framerate. .. ## Clock.get_rawtime ## .. method:: get_fps | :sl:`compute the clock framerate` | :sg:`get_fps() -> float` Compute your game's framerate (in frames per second). It is computed by averaging the last ten calls to ``Clock.tick()``. .. ## Clock.get_fps ## .. ## pygame.time.Clock ## .. ## pygame.time ##