Pygame and Time module clash?

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Pygame and Time module clash?

Postby BlueBeachMonster » Sat Apr 05, 2014 10:15 pm

Basically, I've put:
Code: Select all
In = True
while True:
#Lots of code
    if In == True:
        EntC = (random.choice(EntP))

Then basically I have some code set up to display the randomized moves such as left right up & down (randomized moving entity), but because the time.sleep is in the while loop, it renders the game at 0.5 fps (freezes for 2 seconds then a single/what seems like a single frame), as this function was obviously not meant for pygame, so is there a way for delays that does not involve freezing the rest of the code & only affecting the indented ones?

Any help is appreciated! Thanks,
Last edited by stranac on Sat Apr 05, 2014 10:43 pm, edited 1 time in total.
Reason: Added code tags.
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Re: Pygame and Time module clash?

Postby DrakeMagi » Sat Apr 05, 2014 10:32 pm

use pygame.time.get_ticks() . It in milliseconds.

Code: Select all
import pygame
# pygame.init() , needed for get_ticks to start and for other modules too.

def main():
    screen = pygame.display.set_mode((800,600))
    pygame.display.set_caption("get_tick example")
    clock = pygame.time.Clock()
    next_tick = 2000 # in milliseconds
    colors = [(0,0,200), (200,0,0), (0,200,0), (0,100,200)]
    color_number = 0
    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
        get_tick = pygame.time.get_ticks()
        if get_tick > next_tick:
            color_number += 1
            color_number %= len(colors)
            next_tick += 2000
        pygame.draw.rect(screen, colors[color_number], pygame.Rect(10,10,50,50))
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Re: Pygame and Time module clash?

Postby stranac » Sat Apr 05, 2014 10:44 pm

Please read this to learn how to post code properly: viewtopic.php?t=145
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