Reputation: 1037
Hello I am currently making a game in python and I am trying to make a timer which I have never attempted before, hence asking this question. What I really need to know is how to loop this small area where it says #Timer. Any help will be appreciated, thank you.
import pygame, time
import pygame.mixer
from bullet import Bullet
from constants import DIR_LEFT, DIR_RIGHT
# Player
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, gravity):
pygame.mixer.init()
# Player dimensions and position
# Player image and animation
self.images = []
self.images.append(pygame.image.load('images/Sprites/player.png'))
self.images.append(pygame.image.load('images/Sprites/player2.png'))
#~ self.images.append(pygame.image.load('ball1.png'))
#~ self.images.append(pygame.image.load('ball2.png'))
self.maxImage = len(self.images)
self.currentImage = 0
self.jumpSound = pygame.mixer.Sound('sounds/jump.ogg')
self.shootSound = pygame.mixer.Sound('sounds/laser.ogg')
#~ self.rect = pygame.Rect(x, y, 80, 80)
self.rect = self.images[0].get_rect()
self.rect.x = x
self.rect.y = y
self.timeTarget = 10
self.timeNum = 0
self.velX = 0
self.velY = 0
self.health = 200
self.score = 0
self.alivetime = 0
self.second = 1000
self.direction = DIR_RIGHT
# Jump and gravity
self.jumping = False
self.on_ground = False
self.origJumpVel = 15
self.jumpVel = self.origJumpVel
self.gravity = 0.5
# Jump inputs
def do_jump(self):
if self.jumping and not self.on_ground:
self.velY = -self.jumpVel
self.jumpVel -= self.gravity
if self.on_ground:
self.jumping = False
self.jumpVel = self.origJumpVel
self.velY = 0
self.on_ground = True
def handle_events(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.jumpSound.play(0)
if not self.jumping:
self.jumping = True
self.on_ground = False
if event.key == pygame.K_s:
self.shootSound.play(0)
elif event.key == pygame.K_a:
#pygame.transform.flip(self.images[self.currentImage], False, False)
self.velX = -5
elif event.key == pygame.K_d:
#pygame.transform.flip(self.images[self.currentImage], True, False)
self.velX = +5
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_a, pygame.K_d):
self.velX = 0
elif event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_RIGHT):
bullet.velX = 0
# PLayer updates
def update(self):
#self.timeNum += 1
# Animations
#if self.direction == DIR_LEFT:
#if self.timeNum == self.timeTarget:
#self.currentImage += 1
#if self.currentImage >= self.maxImage:
#self.currentImage = 0
#self.timeNum = 0
# Timer
if pygame.time.get_ticks() >= self.second:
self.alivetime = +1
pygame.time.get_ticks() == 0
# Screen wrap
if self.rect.right > 1280:
self.rect.left = 0
elif self.rect.left < 0:
self.rect.right = 1280
if self.velX < 0 and self.direction != DIR_RIGHT: # Moving right
self.direction = DIR_RIGHT
self.images[self.currentImage] = pygame.transform.flip(self.images[self.currentImage], True, False)
elif self.velX > 0 and self.direction != DIR_LEFT: # Moving left
self.direction = DIR_LEFT
self.images[self.currentImage] = pygame.transform.flip(self.images[self.currentImage], True, False)
# Player rendering
def render(self, surface):
surface.blit(self.images[self.currentImage], self.rect)
Upvotes: 0
Views: 214
Reputation: 142641
Run player.update()
in mainloop in every loop and Timer will loop too.
By The Way:
if you try to set tick to zero in this
pygame.time.get_ticks() == 0
than you are wrong. You can't change number of ticks.
Use this
# __init__()
self.time_to_change_alivetime = pygame.time.get_ticks() + self.second
# update()
if pygame.time.get_ticks() >= self.time_to_change_alivetime:
self.alivetime += 1
self.time_to_change_alivetime += self.second
or this (without if
)
# __init__()
self.start_alivetime = pygame.time.get_ticks()
# update()
self.alivetime = (pygame.time.get_ticks() - self.start_alivetime) / self.second
or more precisely (1 minute = 60 seconds = 60 000 milliseconds)
# __init__()
self.start_alivetime = pygame.time.get_ticks()
# update()
milliseconds = pygame.time.get_ticks() - self.start_alivetime
self.alivetime_minutes = milliseconds / 60000
self.alivetime_seconds = (milliseconds % 60000) / self.second
self.alivetime_milliseconds = milliseconds % self.second
Upvotes: 1