Here's a simple example using a timer. The screen is filled with a color that changes every 0.4 seconds.
import pygame
import itertools
CUSTOM_TIMER_EVENT = pygame.USEREVENT + 1
my_colors = ["red", "orange", "yellow", "green", "blue", "purple"]
# create an iterator that will repeat these colours forever
color_cycler = itertools.cycle([pygame.color.Color(c) for c in my_colors])
pygame.init()
pygame.font.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode([320,240])
pygame.display.set_caption("Timer for Dino Gr?ini?")
done = False
background_color = next(color_cycler)
pygame.time.set_timer(CUSTOM_TIMER_EVENT, 400)
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == CUSTOM_TIMER_EVENT:
background_color = next(color_cycler)
#Graphics
screen.fill(background_color)
#Frame Change
pygame.display.update()
clock.tick(30)
pygame.quit()
The code to create the timer is pygame.time.set_timer(CUSTOM_TIMER_EVENT, 400)
. This causes an event to be generated every 400 milliseconds. So for your purpose, you'll want to change that to 10000
. Note you can include underscores in numeric constants to make it more obvious, so you could use 10_000
.
Once the event is generated, it needs to be handled, so that's in the elif event.type == CUSTOM_TIMER_EVENT:
statement. That's where you'll want to increase the velocity of your sprite.
Finally, if you want to cancel the timer, e.g. on game over, you supply zero as the timer duration: pygame.time.set_timer(CUSTOM_TIMER_EVENT, 0)
.
Let me know if you need any clarifications.
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