I think its pygame.time.Clock(), yah it is.  That doesn't work for me though
humm.  I'll try the time.sleep then.

On 9/9/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> On Sun, September 9, 2007 2:50 am, Lamonte Harris wrote:
> > It gets anoyying, but w/ my 384mb RAM I didn't expect it to take so much
> > cpu.  99% Some times.
>
> Generally, a Pygame program will run as fast as the OS lets it, which
> means very high CPU usage. If you want to use less, there are several
> methods. One of them is to "import time" and then, in the program's main
> loop, call "time.sleep(n)", where n is some fraction of a second. This
> method pauses the program in a way that lets other programs run.
>
> A more Pygame-focused method is to use Pygame's Clock class. Offhand I
> think it goes like this:
>
> clock = pygame.clock.Clock()
> [and then in the main loop:]
> clock.tick(desired_frame_rate)
>
> This second method is also good for maintaining a steady framerate --
> useful for action games especially. There was some talk on this list
> earlier about a different method of maintaining a framerate more precisely
> at the cost of much more intense CPU use, but that's not what you want.
>
> If you want to see your program's framerate, use the "time" functions to
> get the time at the beginning of the program (or at some other point),
> compare that to the time at another point, and divide by the number of
> frames drawn.
>
>

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