Handling time ============= .. contents:: :local: Time in pySFML -------------- Unlike many other libraries where time is an int number of milliseconds, or a float number of seconds, pySFML doesn't impose any specific unit or type for time values. Instead it leaves this choice to the user through a flexible :class:`.Time`. All pySFML classes and functions that manipulate time values use this class. :class:`.Time` wraps a relative time value (in other words, a time span). It is not a date-time class which would represent the current year/month/day/hour/minute/second, it's just a value that represents a certain amount of time, and how to interpret it depends on the context where it is used. Converting time --------------- A :class:`.Time` value can be constructed from different source units: seconds, milliseconds and microseconds. There is a (non-member) function to turn each of them into a :class:`.Time`: :: t1 = sf.microseconds(10000) t2 = sf.milliseconds(10) t3 = sf.seconds(0.01) Note that these three times are all equal. Similarly, a :class:`.Time` can be converted back to either seconds, milliseconds or microseconds: :: time = ... usec = time.microseconds # long msec = time.milliseconds # int sec = time.seconds # float Playing with time values ------------------------ :class:`.Time` is just an amount of time, so it supports arithmetic operations such as addition, subtraction, comparison, etc. Times can also be negative. t1 = ... t2 = t1 * 2 t3 = t1 + t2 t4 = -t3 b1 = t1 == t2 b2 = t3 > t4 Measuring time -------------- Now that we've seen how to manipulate time values with pySFML, let's see how to do something that almost every program needs: measuring the time elapsed. pySFML has a very simple class for measuring time: :class:`.Clock`. It only has two members: :attr:`.elapsed_time`, to retrieve the time elapsed since the clock started, and :meth:`.restart`, to restart the clock. :: clock = sf.Clock() # starts the clock # ... elapsed1 = clock.elapsed_time print(elapsed1.seconds) clock.restart() # ... elapsed2 = clock.elapsed_time print(elapsed2.seconds) Note that restart also returns the elapsed time, so that you can avoid the slight gap that would exist if you had to call :attr:`.elapsed_time` explicitly before restart. Here is an example that uses the time elapsed at each iteration of the game loop to update the game logic:: clock = sf.Clock() while window.is_open: elapsed = clock.restart() update_game(elapsed) #...