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<title>Clock</title>
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<br>
<h2 align=center>Clock</h2>
Clocks are used to track and control the framerate
of a game. You create the objects with the time.Clock()
function. The clock can be used to limit the framerate
of a game, as well as track the time used per frame.
Use the <a href=pygame_time.html#Clock>pygame.time.Clock()</a> function to create new Clock
objects.

<hr>

<table>
<tr><td><a href=#get_fps>get_fps</a></td><td> -
get the current rate of frames per second</td></tr>


<tr><td><a href=#get_rawtime>get_rawtime</a></td><td> -
get number of nondelayed milliseconds between last two calls to tick()</td></tr>


<tr><td><a href=#get_time>get_time</a></td><td> -
get number of milliseconds between last two calls to tick()</td></tr>


<tr><td><a href=#tick>tick</a></td><td> -
control timer events</td></tr>


</table>

<hr>

<a name=get_fps><font size=+2><b>get_fps
</b></font><br><font size=+1><tt>
Clock.get_fps() -> float
</tt></font><ul>
This computes the running average of frames per second. This
is the number of times the <a href=#tick>tick()</a> method has been called per
second.
</ul><br>&nbsp;<br>

<a name=get_rawtime><font size=+2><b>get_rawtime
</b></font><br><font size=+1><tt>
Clock.get_rawtime() -> int
</tt></font><ul>
This is similar to <a href=Movie.html#get_time>get_time()</a>. It does not include the number of
milliseconds that were delayed to keep the clock tick under a given
framerate.
</ul><br>&nbsp;<br>

<a name=get_time><font size=+2><b>get_time
</b></font><br><font size=+1><tt>
Clock.get_time() -> int
</tt></font><ul>
This is the same value returned from the call to <a href=#tick>Clock.tick()</a>.
it is the number of milliseconds that passed between the last
two calls to <a href=#tick>tick()</a>.
</ul><br>&nbsp;<br>

<a name=tick><font size=+2><b>tick
</b></font><br><font size=+1><tt>
Clock.tick([ticks_per_sec_delay]) -> milliseconds
</tt></font><ul>
Updates the number of ticks for this clock. It should usually
be called once per frame. If you pass the optional delay argument
the function will delay to keep the game running slower than the
given ticks per second. The function also returns the number of
milliseconds passed since the previous call to <u>tick()</u>.
</ul><br>&nbsp;<br>


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