It all starts in your main()
function. You're calling:
# Tell the computer to call the draw command at the specified interval.
arcade.schedule(on_draw, 1 / 80)
arcade.schedule(function_pointer: Callable, interval: numbers.Number)
def schedule(function_pointer: Callable, interval: Number):
pyglet.clock.schedule_interval(function_pointer, interval)
arcade.schedule(function_pointer: Callable, interval: numbers.Number)
def schedule(function_pointer: Callable, interval: Number):
pyglet.clock.schedule_interval(function_pointer, interval)
The function should have a prototype that includes dt as the first argument, which gives the elapsed time, in seconds, since the last time it was called. Any additional arguments given to this function are passed on to the callback:
def callback(dt, * args, ** kwargs):
pass
Classes and Delta Time,Classes and Delta Time Code Analysis Exercises Quiz ,Re-implement the earlier “delta time” section, this time with classes.,Gravity and Bounciness
import arcade
class MyGame(arcade.Window):
def __init__(self, width, height, title, bg_color):
super().__init__(width, height, title)
arcade.set_background_color(bg_color)
self.width = width
self.height = height
self.title = title
self.position = 0
def on_draw(self):
arcade.start_render()
y = self.height / 2
message = self.title + ': ' + str(self.position)
arcade.draw_text(message, self.position, y, arcade.color.BLACK, 12)
def update(self, delta_time):
self.position += 1
def main():
game1 = MyGame(600, 600, 'Drawing Example', arcade.color.WHEAT)
game1.position = 100
arcade.run()
if __name__ == '__main__':
main()
Schedule a function to be automatically anycodings_game-loop called every interval seconds.,Schedule a function to be called every anycodings_game-loop interval seconds.,...it's a shame they are not a bit more anycodings_game-loop specific about how the function is anycodings_game-loop called (i.e. with what parameters, if anycodings_game-loop any) -- we have to look at the source anycodings_game-loop which is, docstring omitted:,I’m going through the tutorials anycodings_timedelta on python arcade and would like to know anycodings_timedelta how/why a function works.
It all starts in your main() function. anycodings_game-loop You're calling:
# Tell the computer to call the draw command at the specified interval.
arcade.schedule(on_draw, 1 / 80)
arcade.schedule(function_pointer: Callable, interval: numbers.Number)
def schedule(function_pointer: Callable, interval: Number):
pyglet.clock.schedule_interval(function_pointer, interval)
arcade.schedule(function_pointer: Callable, interval: numbers.Number)
def schedule(function_pointer: Callable, interval: Number):
pyglet.clock.schedule_interval(function_pointer, interval)
The function should have a prototype anycodings_game-loop that includes dt as the first argument, anycodings_game-loop which gives the elapsed time, in anycodings_game-loop seconds, since the last time it was anycodings_game-loop called. Any additional arguments given anycodings_game-loop to this function are passed on to the anycodings_game-loop callback:
def callback(dt, * args, ** kwargs):
pass
Development InformationToggle child pages in navigation Release Notes How to Contribute Arcade Performance Information Edge Artifacts Directory Structure How to Submit Changes Enhancement List Logging How to Build Release Checklist ,Installation InstructionsToggle child pages in navigation Setting Up a Virtual Environment In PyCharm Installation on Windows Installation on the Mac Installation on Linux Installation From Source Installation for Obsolete Python Versions ,Arcade OpenGL APIToggle child pages in navigation Context Texture Buffer BufferDescription Geometry Framebuffer Query Program Compute Shader Exceptions ,Simple PlatformerToggle child pages in navigation Step 1 - Install and Open a Window Step 2 - Add Sprites Step 3 - Scene Object Step 4 - Add User Control Step 5 - Add Gravity Step 6 - Add a Camera Step 7 - Add Coins And Sound Step 8 - Display The Score Step 9 - Use Tiled Map Editor Step 10 - Multiple Levels and Other Layers Step 11 - Add Ladders, Properties, and a Moving Platform Step 12 - Add Character Animations, and Better Keyboard Control Step 13 - Add Enemies Step 14 - Moving Enemies Step 15 - Collision with Enemies Step 16 - Shooting Bullets Step 17 - Views
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"" " Show a timer on - screen. If Python and Arcade are installed, this example can be run from the command line with: python - m arcade.examples.timer "" " import arcade SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_TITLE = "Timer Example" class MyGame(arcade.Window): "" " Main application class. "" " def __init__(self): super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) self.total_time = 0.0 self.timer_text = arcade.Text( text = "00:00:00", start_x = SCREEN_WIDTH // 2, start_y = SCREEN_HEIGHT // 2 - 50, color = arcade.color.WHITE, font_size = 100, anchor_x = "center", ) def setup(self): "" " Set up the application. "" " arcade.set_background_color(arcade.color.ALABAMA_CRIMSON) self.total_time = 0.0 def on_draw(self): "" " Use this function to draw everything to the screen. " "" # Clear all pixels in the window self.clear() # Draw the timer text self.timer_text.draw() def on_update(self, delta_time): "" " All the logic to move, and the game logic goes here. "" " # Accumulate the total time self.total_time += delta_time # Calculate minutes minutes = int(self.total_time) // 60 # Calculate seconds by using a modulus(remainder) seconds = int(self.total_time) % 60 # Calculate 100 s of a second seconds_100s = int((self.total_time - seconds) * 100) # Use string formatting to create a new text string for our timer self.timer_text.text = f "{minutes:02d}:{seconds:02d}:{seconds_100s:02d}" def main(): window = MyGame() window.setup() arcade.run() if __name__ == "__main__": main()