No, that's not the way it goes. You have an application loop so use it. time.sleep
, pygame.time.wait()
or pygame.time.delay
is not the way to wait or delay something in a typical application. The game does not respond while you wait. Use pygame.time.get_ticks()
to measure the time.
In pygame the system time can be obtained by calling pygame.time.get_ticks()
, which returns the number of milliseconds since pygame.init()
was called. See pygame.time
module.
Calculate the point in time when the text needs to be changed. Get a new random text and render the text Surface after the current time is greater than the calculated point of time. Calculate a new random point in time which is greater than the current time:
next_render_time = 0
while run:
current_time = pygame.time.get_ticks()
# [...]
if current_time >= next_render_time:
currentFace = random.choice(face)
faceDisplay = myFont.render(str(currentFace), 1, (0,255,0))
next_render_time = current_time + randint(5, 10) * 1000
screen.fill((0,0,0))
screen.blit(faceDisplay, text_rect)
pygame.display.flip()
The time is multiplied by 1000 (randint(5, 10) * 1000
), since the time unit of pygame.time.get_ticks()
is milliseconds.
Actually, you can also use a timer event. See How do I use a PyGame timer event?.
In your case, however, the time interval is not constant. It's a bit odd to use a timer event on a dynamically changing interval. I would prefer to use a timer event for an action that needs to be performed at constant intervals. But that's just my opinion.
Complete example:
from random import randint
from time import sleep
import pygame
import pygame.freetype
import time
import random
run = True
pygame.init()
#faces
face = ['^-^', '^v^', '???', "'v'", '???']
talkingFace = ['^o^', '^▽^', '?▽?', "'▽'", '???']
currentFace = random.choice(face)
#background
screen = pygame.display.set_mode((800,600))
#font and size
myFont = pygame.font.Font('unifont.ttf', 100)
#face render
faceDisplay = myFont.render(str(currentFace), 1, (0,255,0))
#center and draw face
text_rect = faceDisplay.get_rect(center=(800/2, 600/2))
next_render_time = 0
#prevent crashes
while run:
current_time = pygame.time.get_ticks()
for e in pygame.event.get():
if e.type == pygame.QUIT:
run = False
if current_time >= next_render_time:
currentFace = random.choice(face)
faceDisplay = myFont.render(str(currentFace), 1, (0,255,0))
next_render_time = current_time + randint(5, 10) * 1000
screen.fill((0,0,0))
screen.blit(faceDisplay, text_rect)
pygame.display.flip()