Actually I changed

self.clock.tick(60) to self.clock.tick(10)  Actually is working out quiet
well thanks :).  Learned something new.


On 9/9/07, Lamonte Harris <[EMAIL PROTECTED]> wrote:
>
> 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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