Recently I've been working with a simple and straightforward RPG in python with pygame, but I'm having some problems delaying specific events. Running the code below, everything happens at once.
if event.key == pygame.K_SPACE and buttonHighlight == 0:
FireAnimation() #displays a fire image
#DELAY HERE
if player[6] == 'Magic': #you deal damage to the enemy
enemy[0] = enemy[0]-(((player[1])+((player[1])*1)-enemy[4]))
else:
enemy[0] = enemy[0]-(((player[1])+((player[1])*1)-enemy[3]))
#DELAY HERE
StarAnimation() #displays a star image
#DELAY HERE
if enemy[6] == 'Magic': #enemy deals damage to you
player[0] = player[0]-(((enemy[1])+((enemy[1])*1)-player[4]))
else:
player[0] = player[0]-(((enemy[1])+((enemy[1])*1)-player[3]))
The rest of the code isn't really relevant, I just wanted to point out where I want to delay. Running this, both images displays, the player and the enemy takes damage at the same time. Thanks!
EDIT: I forgot to mention that I already have tried pygame.time.delay/wait and time.sleep, but all those delays the whole operation! It simply pushes everything forward when I use it, so everything happens at the same time several seconds later
You can create two new events (FIRE_ANIMATION_START
, STAR_ANIMATION_START
) which you post to the event queue with a delay (with pygame.time.set_timer(eventid, milliseconds)
). Then in your event loop you just check for it.
FIRE_ANIMATION_START = pygame.USEREVENT + 1
STAR_ANIMATION_START = pygame.USEREVENT + 2
# ... Your code ...
for event in pygame.event.get():
if event.key == pygame.K_SPACE and buttonHighlight == 0:
pygame.time.set_timer(FIRE_ANIMATION_START, 10) # Post the event every 10 ms.
pygame.time.set_timer(STAR_ANIMATION_START, 1000) # Post the event every 1000 ms.
elif event.code == FIRE_ANIMATION_START:
pygame.time.set_timer(FIRE_ANIMATION_START, 0) # Don't post the event anymore.
FireAnimation() #displays a fire image
if player[6] == 'Magic': #you deal damage to the enemy
enemy[0] = enemy[0]-(((player[1])+((player[1])*1)-enemy[4]))
else:
enemy[0] = enemy[0]-(((player[1])+((player[1])*1)-enemy[3]))
elif event.code == STAR_ANIMATION_START:
pygame.time.set_timer(STAR_ANIMATION_START, 0) # Don't post the event anymore.
StarAnimation() #displays a star image
if enemy[6] == 'Magic': #enemy deals damage to you
player[0] = player[0]-(((enemy[1])+((enemy[1])*1)-player[4]))
else:
player[0] = player[0]-(((enemy[1])+((enemy[1])*1)-player[3]))
Documentation for pygame.time.set_timer(eventid, milliseconds)
. Also, as the code is right now it has bugs in it. The attributes for the events differs between different event types, so always make sure to check whether an event is KEYDOWN
or USEREVENT
before accessing the attributes event.key
or event.code
. The different types and attributes can be found here.
If you know how much time you need, you can simply add:
from time import sleep
...
sleep(0.1)
This will add a 100 milliseconds delay
You can use
pygame.time.delay(n)
or
pygame.time.wait(n)
to pause the program for n
milliseconds. delay
is a little more accurate but wait
frees the processor for other programs to use while pygame is waiting. More details in pygame docs.