add a stopwatch to a game in pygame












2















i want to add a stopwatch in my pygame. I am planning to modify this code and add in my pygame:



Sec += 1
print(str(Min) + " Mins " + str(Sec) + " Sec ")
if Sec == 60:
Sec = 0
Min += 1
print(str(Min) + " Minute")


Should i add a timer box in my def init part and create a new def for the timer code? I want to have the timer without using the code tick since my game is running clock.tick(60) so it does not effect the tick



UPDATED
So here is my game code:



import sys, pygame, random

class Breakout():

def main(self):

xspeed_init = 6
yspeed_init = 6
max_lives = 5
bat_speed = 30
score = 0
bgcolour = 0x2F, 0x4F, 0x4F # darkslategrey
size = width, height = 640, 480

pygame.init()
screen = pygame.display.set_mode(size)
#screen = pygame.display.set_mode(size, pygame.FULLSCREEN)

bat = pygame.image.load("bat.png").convert()
batrect = bat.get_rect()

ball = pygame.image.load("ball.png").convert()
ball.set_colorkey((255, 255, 255))
ballrect = ball.get_rect()

pong = pygame.mixer.Sound('Blip_1-Surround-147.wav')
pong.set_volume(10)

wall = Wall()
wall.build_wall(width)

# Initialise ready for game loop
batrect = batrect.move((width / 2) - (batrect.right / 2), height - 20)
ballrect = ballrect.move(width / 2, height / 2)
xspeed = xspeed_init
yspeed = yspeed_init
lives = max_lives
clock = pygame.time.Clock()
pygame.key.set_repeat(1,30)
pygame.mouse.set_visible(0) # turn off mouse pointer

while 1:

# 60 frames per second
clock.tick(60)

# process key presses
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
sys.exit()
if event.key == pygame.K_LEFT:
batrect = batrect.move(-bat_speed, 0)
if (batrect.left < 0):
batrect.left = 0
if event.key == pygame.K_RIGHT:
batrect = batrect.move(bat_speed, 0)
if (batrect.right > width):
batrect.right = width

# check if bat has hit ball
if ballrect.bottom >= batrect.top and
ballrect.bottom <= batrect.bottom and
ballrect.right >= batrect.left and
ballrect.left <= batrect.right:
yspeed = -yspeed
pong.play(0)
offset = ballrect.center[0] - batrect.center[0]
# offset > 0 means ball has hit RHS of bat
# vary angle of ball depending on where ball hits bat
if offset > 0:
if offset > 30:
xspeed = 7
elif offset > 23:
xspeed = 6
elif offset > 17:
xspeed = 5
else:
if offset < -30:
xspeed = -7
elif offset < -23:
xspeed = -6
elif xspeed < -17:
xspeed = -5

# move bat/ball
ballrect = ballrect.move(xspeed, yspeed)
if ballrect.left < 0 or ballrect.right > width:
xspeed = -xspeed
pong.play(0)
if ballrect.top < 0:
yspeed = -yspeed
pong.play(0)

# check if ball has gone past bat - lose a life
if ballrect.top > height:
lives -= 1
# start a new ball
xspeed = xspeed_init
rand = random.random()
if random.random() > 0.5:
xspeed = -xspeed
yspeed = yspeed_init
ballrect.center = width * random.random(), height / 3
if lives == 0:
msg = pygame.font.Font(None,70).render("Game Over", True, (0,255,255), bgcolour)
msgrect = msg.get_rect()
msgrect = msgrect.move(width / 2 - (msgrect.center[0]), height / 3)
screen.blit(msg, msgrect)
pygame.display.flip()
# process key presses
# - ESC to quit
# - any other key to restart game
while 1:
restart = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
sys.exit()
if not (event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
restart = True
if restart:
screen.fill(bgcolour)
wall.build_wall(width)
lives = max_lives
score = 0
break

if xspeed < 0 and ballrect.left < 0:
xspeed = -xspeed
pong.play(0)

if xspeed > 0 and ballrect.right > width:
xspeed = -xspeed
pong.play(0)

# check if ball has hit wall
# if yes yhen delete brick and change ball direction
index = ballrect.collidelist(wall.brickrect)
if index != -1:
if ballrect.center[0] > wall.brickrect[index].right or
ballrect.center[0] < wall.brickrect[index].left:
xspeed = -xspeed
else:
yspeed = -yspeed
pong.play(0)
wall.brickrect[index:index + 1] =
score += 10

screen.fill(bgcolour)
scoretext = pygame.font.Font(None,40).render(str(score), True, (0,255,255), bgcolour)
scoretextrect = scoretext.get_rect()
scoretextrect = scoretextrect.move(width - scoretextrect.right, 0)
screen.blit(scoretext, scoretextrect)

for i in range(0, len(wall.brickrect)):
screen.blit(wall.brick, wall.brickrect[i])

# if wall completely gone then rebuild it
if wall.brickrect == :
wall.build_wall(width)
xspeed = xspeed_init
yspeed = yspeed_init
ballrect.center = width / 2, height / 3

screen.blit(ball, ballrect)
screen.blit(bat, batrect)
pygame.display.flip()

class Wall():

def __init__(self):
self.brick = pygame.image.load("brick.png").convert()
brickrect = self.brick.get_rect()
self.bricklength = brickrect.right - brickrect.left
self.brickheight = brickrect.bottom - brickrect.top

def build_wall(self, width):
xpos = 0
ypos = 60
adj = 0
self.brickrect =
for i in range (0, 52):
if xpos > width:
if adj == 0:
adj = self.bricklength / 2
else:
adj = 0
xpos = -adj
ypos += self.brickheight

self.brickrect.append(self.brick.get_rect())
self.brickrect[i] = self.brickrect[i].move(xpos, ypos)
xpos = xpos + self.bricklength

if __name__ == '__main__':
br = Breakout()
br.main()









share|improve this question





























    2















    i want to add a stopwatch in my pygame. I am planning to modify this code and add in my pygame:



    Sec += 1
    print(str(Min) + " Mins " + str(Sec) + " Sec ")
    if Sec == 60:
    Sec = 0
    Min += 1
    print(str(Min) + " Minute")


    Should i add a timer box in my def init part and create a new def for the timer code? I want to have the timer without using the code tick since my game is running clock.tick(60) so it does not effect the tick



    UPDATED
    So here is my game code:



    import sys, pygame, random

    class Breakout():

    def main(self):

    xspeed_init = 6
    yspeed_init = 6
    max_lives = 5
    bat_speed = 30
    score = 0
    bgcolour = 0x2F, 0x4F, 0x4F # darkslategrey
    size = width, height = 640, 480

    pygame.init()
    screen = pygame.display.set_mode(size)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN)

    bat = pygame.image.load("bat.png").convert()
    batrect = bat.get_rect()

    ball = pygame.image.load("ball.png").convert()
    ball.set_colorkey((255, 255, 255))
    ballrect = ball.get_rect()

    pong = pygame.mixer.Sound('Blip_1-Surround-147.wav')
    pong.set_volume(10)

    wall = Wall()
    wall.build_wall(width)

    # Initialise ready for game loop
    batrect = batrect.move((width / 2) - (batrect.right / 2), height - 20)
    ballrect = ballrect.move(width / 2, height / 2)
    xspeed = xspeed_init
    yspeed = yspeed_init
    lives = max_lives
    clock = pygame.time.Clock()
    pygame.key.set_repeat(1,30)
    pygame.mouse.set_visible(0) # turn off mouse pointer

    while 1:

    # 60 frames per second
    clock.tick(60)

    # process key presses
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    sys.exit()
    if event.type == pygame.KEYDOWN:
    if event.key == pygame.K_ESCAPE:
    sys.exit()
    if event.key == pygame.K_LEFT:
    batrect = batrect.move(-bat_speed, 0)
    if (batrect.left < 0):
    batrect.left = 0
    if event.key == pygame.K_RIGHT:
    batrect = batrect.move(bat_speed, 0)
    if (batrect.right > width):
    batrect.right = width

    # check if bat has hit ball
    if ballrect.bottom >= batrect.top and
    ballrect.bottom <= batrect.bottom and
    ballrect.right >= batrect.left and
    ballrect.left <= batrect.right:
    yspeed = -yspeed
    pong.play(0)
    offset = ballrect.center[0] - batrect.center[0]
    # offset > 0 means ball has hit RHS of bat
    # vary angle of ball depending on where ball hits bat
    if offset > 0:
    if offset > 30:
    xspeed = 7
    elif offset > 23:
    xspeed = 6
    elif offset > 17:
    xspeed = 5
    else:
    if offset < -30:
    xspeed = -7
    elif offset < -23:
    xspeed = -6
    elif xspeed < -17:
    xspeed = -5

    # move bat/ball
    ballrect = ballrect.move(xspeed, yspeed)
    if ballrect.left < 0 or ballrect.right > width:
    xspeed = -xspeed
    pong.play(0)
    if ballrect.top < 0:
    yspeed = -yspeed
    pong.play(0)

    # check if ball has gone past bat - lose a life
    if ballrect.top > height:
    lives -= 1
    # start a new ball
    xspeed = xspeed_init
    rand = random.random()
    if random.random() > 0.5:
    xspeed = -xspeed
    yspeed = yspeed_init
    ballrect.center = width * random.random(), height / 3
    if lives == 0:
    msg = pygame.font.Font(None,70).render("Game Over", True, (0,255,255), bgcolour)
    msgrect = msg.get_rect()
    msgrect = msgrect.move(width / 2 - (msgrect.center[0]), height / 3)
    screen.blit(msg, msgrect)
    pygame.display.flip()
    # process key presses
    # - ESC to quit
    # - any other key to restart game
    while 1:
    restart = False
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    sys.exit()
    if event.type == pygame.KEYDOWN:
    if event.key == pygame.K_ESCAPE:
    sys.exit()
    if not (event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
    restart = True
    if restart:
    screen.fill(bgcolour)
    wall.build_wall(width)
    lives = max_lives
    score = 0
    break

    if xspeed < 0 and ballrect.left < 0:
    xspeed = -xspeed
    pong.play(0)

    if xspeed > 0 and ballrect.right > width:
    xspeed = -xspeed
    pong.play(0)

    # check if ball has hit wall
    # if yes yhen delete brick and change ball direction
    index = ballrect.collidelist(wall.brickrect)
    if index != -1:
    if ballrect.center[0] > wall.brickrect[index].right or
    ballrect.center[0] < wall.brickrect[index].left:
    xspeed = -xspeed
    else:
    yspeed = -yspeed
    pong.play(0)
    wall.brickrect[index:index + 1] =
    score += 10

    screen.fill(bgcolour)
    scoretext = pygame.font.Font(None,40).render(str(score), True, (0,255,255), bgcolour)
    scoretextrect = scoretext.get_rect()
    scoretextrect = scoretextrect.move(width - scoretextrect.right, 0)
    screen.blit(scoretext, scoretextrect)

    for i in range(0, len(wall.brickrect)):
    screen.blit(wall.brick, wall.brickrect[i])

    # if wall completely gone then rebuild it
    if wall.brickrect == :
    wall.build_wall(width)
    xspeed = xspeed_init
    yspeed = yspeed_init
    ballrect.center = width / 2, height / 3

    screen.blit(ball, ballrect)
    screen.blit(bat, batrect)
    pygame.display.flip()

    class Wall():

    def __init__(self):
    self.brick = pygame.image.load("brick.png").convert()
    brickrect = self.brick.get_rect()
    self.bricklength = brickrect.right - brickrect.left
    self.brickheight = brickrect.bottom - brickrect.top

    def build_wall(self, width):
    xpos = 0
    ypos = 60
    adj = 0
    self.brickrect =
    for i in range (0, 52):
    if xpos > width:
    if adj == 0:
    adj = self.bricklength / 2
    else:
    adj = 0
    xpos = -adj
    ypos += self.brickheight

    self.brickrect.append(self.brick.get_rect())
    self.brickrect[i] = self.brickrect[i].move(xpos, ypos)
    xpos = xpos + self.bricklength

    if __name__ == '__main__':
    br = Breakout()
    br.main()









    share|improve this question



























      2












      2








      2








      i want to add a stopwatch in my pygame. I am planning to modify this code and add in my pygame:



      Sec += 1
      print(str(Min) + " Mins " + str(Sec) + " Sec ")
      if Sec == 60:
      Sec = 0
      Min += 1
      print(str(Min) + " Minute")


      Should i add a timer box in my def init part and create a new def for the timer code? I want to have the timer without using the code tick since my game is running clock.tick(60) so it does not effect the tick



      UPDATED
      So here is my game code:



      import sys, pygame, random

      class Breakout():

      def main(self):

      xspeed_init = 6
      yspeed_init = 6
      max_lives = 5
      bat_speed = 30
      score = 0
      bgcolour = 0x2F, 0x4F, 0x4F # darkslategrey
      size = width, height = 640, 480

      pygame.init()
      screen = pygame.display.set_mode(size)
      #screen = pygame.display.set_mode(size, pygame.FULLSCREEN)

      bat = pygame.image.load("bat.png").convert()
      batrect = bat.get_rect()

      ball = pygame.image.load("ball.png").convert()
      ball.set_colorkey((255, 255, 255))
      ballrect = ball.get_rect()

      pong = pygame.mixer.Sound('Blip_1-Surround-147.wav')
      pong.set_volume(10)

      wall = Wall()
      wall.build_wall(width)

      # Initialise ready for game loop
      batrect = batrect.move((width / 2) - (batrect.right / 2), height - 20)
      ballrect = ballrect.move(width / 2, height / 2)
      xspeed = xspeed_init
      yspeed = yspeed_init
      lives = max_lives
      clock = pygame.time.Clock()
      pygame.key.set_repeat(1,30)
      pygame.mouse.set_visible(0) # turn off mouse pointer

      while 1:

      # 60 frames per second
      clock.tick(60)

      # process key presses
      for event in pygame.event.get():
      if event.type == pygame.QUIT:
      sys.exit()
      if event.type == pygame.KEYDOWN:
      if event.key == pygame.K_ESCAPE:
      sys.exit()
      if event.key == pygame.K_LEFT:
      batrect = batrect.move(-bat_speed, 0)
      if (batrect.left < 0):
      batrect.left = 0
      if event.key == pygame.K_RIGHT:
      batrect = batrect.move(bat_speed, 0)
      if (batrect.right > width):
      batrect.right = width

      # check if bat has hit ball
      if ballrect.bottom >= batrect.top and
      ballrect.bottom <= batrect.bottom and
      ballrect.right >= batrect.left and
      ballrect.left <= batrect.right:
      yspeed = -yspeed
      pong.play(0)
      offset = ballrect.center[0] - batrect.center[0]
      # offset > 0 means ball has hit RHS of bat
      # vary angle of ball depending on where ball hits bat
      if offset > 0:
      if offset > 30:
      xspeed = 7
      elif offset > 23:
      xspeed = 6
      elif offset > 17:
      xspeed = 5
      else:
      if offset < -30:
      xspeed = -7
      elif offset < -23:
      xspeed = -6
      elif xspeed < -17:
      xspeed = -5

      # move bat/ball
      ballrect = ballrect.move(xspeed, yspeed)
      if ballrect.left < 0 or ballrect.right > width:
      xspeed = -xspeed
      pong.play(0)
      if ballrect.top < 0:
      yspeed = -yspeed
      pong.play(0)

      # check if ball has gone past bat - lose a life
      if ballrect.top > height:
      lives -= 1
      # start a new ball
      xspeed = xspeed_init
      rand = random.random()
      if random.random() > 0.5:
      xspeed = -xspeed
      yspeed = yspeed_init
      ballrect.center = width * random.random(), height / 3
      if lives == 0:
      msg = pygame.font.Font(None,70).render("Game Over", True, (0,255,255), bgcolour)
      msgrect = msg.get_rect()
      msgrect = msgrect.move(width / 2 - (msgrect.center[0]), height / 3)
      screen.blit(msg, msgrect)
      pygame.display.flip()
      # process key presses
      # - ESC to quit
      # - any other key to restart game
      while 1:
      restart = False
      for event in pygame.event.get():
      if event.type == pygame.QUIT:
      sys.exit()
      if event.type == pygame.KEYDOWN:
      if event.key == pygame.K_ESCAPE:
      sys.exit()
      if not (event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
      restart = True
      if restart:
      screen.fill(bgcolour)
      wall.build_wall(width)
      lives = max_lives
      score = 0
      break

      if xspeed < 0 and ballrect.left < 0:
      xspeed = -xspeed
      pong.play(0)

      if xspeed > 0 and ballrect.right > width:
      xspeed = -xspeed
      pong.play(0)

      # check if ball has hit wall
      # if yes yhen delete brick and change ball direction
      index = ballrect.collidelist(wall.brickrect)
      if index != -1:
      if ballrect.center[0] > wall.brickrect[index].right or
      ballrect.center[0] < wall.brickrect[index].left:
      xspeed = -xspeed
      else:
      yspeed = -yspeed
      pong.play(0)
      wall.brickrect[index:index + 1] =
      score += 10

      screen.fill(bgcolour)
      scoretext = pygame.font.Font(None,40).render(str(score), True, (0,255,255), bgcolour)
      scoretextrect = scoretext.get_rect()
      scoretextrect = scoretextrect.move(width - scoretextrect.right, 0)
      screen.blit(scoretext, scoretextrect)

      for i in range(0, len(wall.brickrect)):
      screen.blit(wall.brick, wall.brickrect[i])

      # if wall completely gone then rebuild it
      if wall.brickrect == :
      wall.build_wall(width)
      xspeed = xspeed_init
      yspeed = yspeed_init
      ballrect.center = width / 2, height / 3

      screen.blit(ball, ballrect)
      screen.blit(bat, batrect)
      pygame.display.flip()

      class Wall():

      def __init__(self):
      self.brick = pygame.image.load("brick.png").convert()
      brickrect = self.brick.get_rect()
      self.bricklength = brickrect.right - brickrect.left
      self.brickheight = brickrect.bottom - brickrect.top

      def build_wall(self, width):
      xpos = 0
      ypos = 60
      adj = 0
      self.brickrect =
      for i in range (0, 52):
      if xpos > width:
      if adj == 0:
      adj = self.bricklength / 2
      else:
      adj = 0
      xpos = -adj
      ypos += self.brickheight

      self.brickrect.append(self.brick.get_rect())
      self.brickrect[i] = self.brickrect[i].move(xpos, ypos)
      xpos = xpos + self.bricklength

      if __name__ == '__main__':
      br = Breakout()
      br.main()









      share|improve this question
















      i want to add a stopwatch in my pygame. I am planning to modify this code and add in my pygame:



      Sec += 1
      print(str(Min) + " Mins " + str(Sec) + " Sec ")
      if Sec == 60:
      Sec = 0
      Min += 1
      print(str(Min) + " Minute")


      Should i add a timer box in my def init part and create a new def for the timer code? I want to have the timer without using the code tick since my game is running clock.tick(60) so it does not effect the tick



      UPDATED
      So here is my game code:



      import sys, pygame, random

      class Breakout():

      def main(self):

      xspeed_init = 6
      yspeed_init = 6
      max_lives = 5
      bat_speed = 30
      score = 0
      bgcolour = 0x2F, 0x4F, 0x4F # darkslategrey
      size = width, height = 640, 480

      pygame.init()
      screen = pygame.display.set_mode(size)
      #screen = pygame.display.set_mode(size, pygame.FULLSCREEN)

      bat = pygame.image.load("bat.png").convert()
      batrect = bat.get_rect()

      ball = pygame.image.load("ball.png").convert()
      ball.set_colorkey((255, 255, 255))
      ballrect = ball.get_rect()

      pong = pygame.mixer.Sound('Blip_1-Surround-147.wav')
      pong.set_volume(10)

      wall = Wall()
      wall.build_wall(width)

      # Initialise ready for game loop
      batrect = batrect.move((width / 2) - (batrect.right / 2), height - 20)
      ballrect = ballrect.move(width / 2, height / 2)
      xspeed = xspeed_init
      yspeed = yspeed_init
      lives = max_lives
      clock = pygame.time.Clock()
      pygame.key.set_repeat(1,30)
      pygame.mouse.set_visible(0) # turn off mouse pointer

      while 1:

      # 60 frames per second
      clock.tick(60)

      # process key presses
      for event in pygame.event.get():
      if event.type == pygame.QUIT:
      sys.exit()
      if event.type == pygame.KEYDOWN:
      if event.key == pygame.K_ESCAPE:
      sys.exit()
      if event.key == pygame.K_LEFT:
      batrect = batrect.move(-bat_speed, 0)
      if (batrect.left < 0):
      batrect.left = 0
      if event.key == pygame.K_RIGHT:
      batrect = batrect.move(bat_speed, 0)
      if (batrect.right > width):
      batrect.right = width

      # check if bat has hit ball
      if ballrect.bottom >= batrect.top and
      ballrect.bottom <= batrect.bottom and
      ballrect.right >= batrect.left and
      ballrect.left <= batrect.right:
      yspeed = -yspeed
      pong.play(0)
      offset = ballrect.center[0] - batrect.center[0]
      # offset > 0 means ball has hit RHS of bat
      # vary angle of ball depending on where ball hits bat
      if offset > 0:
      if offset > 30:
      xspeed = 7
      elif offset > 23:
      xspeed = 6
      elif offset > 17:
      xspeed = 5
      else:
      if offset < -30:
      xspeed = -7
      elif offset < -23:
      xspeed = -6
      elif xspeed < -17:
      xspeed = -5

      # move bat/ball
      ballrect = ballrect.move(xspeed, yspeed)
      if ballrect.left < 0 or ballrect.right > width:
      xspeed = -xspeed
      pong.play(0)
      if ballrect.top < 0:
      yspeed = -yspeed
      pong.play(0)

      # check if ball has gone past bat - lose a life
      if ballrect.top > height:
      lives -= 1
      # start a new ball
      xspeed = xspeed_init
      rand = random.random()
      if random.random() > 0.5:
      xspeed = -xspeed
      yspeed = yspeed_init
      ballrect.center = width * random.random(), height / 3
      if lives == 0:
      msg = pygame.font.Font(None,70).render("Game Over", True, (0,255,255), bgcolour)
      msgrect = msg.get_rect()
      msgrect = msgrect.move(width / 2 - (msgrect.center[0]), height / 3)
      screen.blit(msg, msgrect)
      pygame.display.flip()
      # process key presses
      # - ESC to quit
      # - any other key to restart game
      while 1:
      restart = False
      for event in pygame.event.get():
      if event.type == pygame.QUIT:
      sys.exit()
      if event.type == pygame.KEYDOWN:
      if event.key == pygame.K_ESCAPE:
      sys.exit()
      if not (event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
      restart = True
      if restart:
      screen.fill(bgcolour)
      wall.build_wall(width)
      lives = max_lives
      score = 0
      break

      if xspeed < 0 and ballrect.left < 0:
      xspeed = -xspeed
      pong.play(0)

      if xspeed > 0 and ballrect.right > width:
      xspeed = -xspeed
      pong.play(0)

      # check if ball has hit wall
      # if yes yhen delete brick and change ball direction
      index = ballrect.collidelist(wall.brickrect)
      if index != -1:
      if ballrect.center[0] > wall.brickrect[index].right or
      ballrect.center[0] < wall.brickrect[index].left:
      xspeed = -xspeed
      else:
      yspeed = -yspeed
      pong.play(0)
      wall.brickrect[index:index + 1] =
      score += 10

      screen.fill(bgcolour)
      scoretext = pygame.font.Font(None,40).render(str(score), True, (0,255,255), bgcolour)
      scoretextrect = scoretext.get_rect()
      scoretextrect = scoretextrect.move(width - scoretextrect.right, 0)
      screen.blit(scoretext, scoretextrect)

      for i in range(0, len(wall.brickrect)):
      screen.blit(wall.brick, wall.brickrect[i])

      # if wall completely gone then rebuild it
      if wall.brickrect == :
      wall.build_wall(width)
      xspeed = xspeed_init
      yspeed = yspeed_init
      ballrect.center = width / 2, height / 3

      screen.blit(ball, ballrect)
      screen.blit(bat, batrect)
      pygame.display.flip()

      class Wall():

      def __init__(self):
      self.brick = pygame.image.load("brick.png").convert()
      brickrect = self.brick.get_rect()
      self.bricklength = brickrect.right - brickrect.left
      self.brickheight = brickrect.bottom - brickrect.top

      def build_wall(self, width):
      xpos = 0
      ypos = 60
      adj = 0
      self.brickrect =
      for i in range (0, 52):
      if xpos > width:
      if adj == 0:
      adj = self.bricklength / 2
      else:
      adj = 0
      xpos = -adj
      ypos += self.brickheight

      self.brickrect.append(self.brick.get_rect())
      self.brickrect[i] = self.brickrect[i].move(xpos, ypos)
      xpos = xpos + self.bricklength

      if __name__ == '__main__':
      br = Breakout()
      br.main()






      python pygame






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 23 '18 at 10:24







      David Lee

















      asked Nov 23 '18 at 8:15









      David LeeDavid Lee

      214




      214
























          2 Answers
          2






          active

          oldest

          votes


















          0














          You can use for example pygame.time.get_ticks() to get the number of milliseconds since pygame.init() was called, and then use simple division to get the seconds and minutes etc from that number.



          Here's a simple example:



          import pygame
          import pygame.freetype

          def main():
          pygame.init()
          screen=pygame.display.set_mode((400, 300))
          clock=pygame.time.Clock()
          font=pygame.freetype.SysFont(None, 34)
          font.origin=True
          while True:
          for e in pygame.event.get():
          if e.type == pygame.QUIT: return
          screen.fill(pygame.Color('grey12'))
          ticks=pygame.time.get_ticks()
          millis=ticks%1000
          seconds=int(ticks/1000 % 60)
          minutes=int(ticks/60000 % 24)
          out='{minutes:02d}:{seconds:02d}:{millis}'.format(minutes=minutes, millis=millis, seconds=seconds)
          font.render_to(screen, (100, 100), out, pygame.Color('dodgerblue'))
          pygame.display.flip()
          clock.tick(60)

          if __name__ == '__main__': main()


          enter image description here



          If you want to have your stopwatch "to start later", you could store the output of pygame.time.get_ticks() at this moment and simply substract it from the result of further calls (something like starttime=pygame.time.get_ticks() and ticks=pygame.time.get_ticks()-starttime later in the loop, you'll get the idea).






          share|improve this answer
























          • so where should i add this code to my game so the timer will also display on the game?

            – David Lee
            Nov 23 '18 at 10:17











          • The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

            – sloth
            Nov 23 '18 at 10:26



















          0














          If your game is running on while loop, with fps of 60, you can get minutes and seconds by doing so:



          frame_count = 0
          frame_rate = 60

          ... while block of game running 60 fps

          # Every second passes 60 frames, so you get seconds by dividing
          # by 60
          seconds = total_seconds // 60

          # Because 1 second is 60 frames, minute is 60 seconds * 60 frames.
          # So you divide by 60 * 60 = 3600
          minutes = total_seconds // 3600 # Because every second is 60 fps

          output_string = "Time: {0:02}:{1:02}".format(minutes, seconds)

          frame_count += 1


          I found this solution here






          share|improve this answer





















          • 1





            but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

            – David Lee
            Nov 23 '18 at 8:31













          • You don't have to use clock.tick, but you need frame_rate when you render your game.

            – Dinko Pehar
            Nov 23 '18 at 8:36











          • I edited a code, please check

            – Dinko Pehar
            Nov 23 '18 at 8:41














          Your Answer






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          2 Answers
          2






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          2 Answers
          2






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          You can use for example pygame.time.get_ticks() to get the number of milliseconds since pygame.init() was called, and then use simple division to get the seconds and minutes etc from that number.



          Here's a simple example:



          import pygame
          import pygame.freetype

          def main():
          pygame.init()
          screen=pygame.display.set_mode((400, 300))
          clock=pygame.time.Clock()
          font=pygame.freetype.SysFont(None, 34)
          font.origin=True
          while True:
          for e in pygame.event.get():
          if e.type == pygame.QUIT: return
          screen.fill(pygame.Color('grey12'))
          ticks=pygame.time.get_ticks()
          millis=ticks%1000
          seconds=int(ticks/1000 % 60)
          minutes=int(ticks/60000 % 24)
          out='{minutes:02d}:{seconds:02d}:{millis}'.format(minutes=minutes, millis=millis, seconds=seconds)
          font.render_to(screen, (100, 100), out, pygame.Color('dodgerblue'))
          pygame.display.flip()
          clock.tick(60)

          if __name__ == '__main__': main()


          enter image description here



          If you want to have your stopwatch "to start later", you could store the output of pygame.time.get_ticks() at this moment and simply substract it from the result of further calls (something like starttime=pygame.time.get_ticks() and ticks=pygame.time.get_ticks()-starttime later in the loop, you'll get the idea).






          share|improve this answer
























          • so where should i add this code to my game so the timer will also display on the game?

            – David Lee
            Nov 23 '18 at 10:17











          • The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

            – sloth
            Nov 23 '18 at 10:26
















          0














          You can use for example pygame.time.get_ticks() to get the number of milliseconds since pygame.init() was called, and then use simple division to get the seconds and minutes etc from that number.



          Here's a simple example:



          import pygame
          import pygame.freetype

          def main():
          pygame.init()
          screen=pygame.display.set_mode((400, 300))
          clock=pygame.time.Clock()
          font=pygame.freetype.SysFont(None, 34)
          font.origin=True
          while True:
          for e in pygame.event.get():
          if e.type == pygame.QUIT: return
          screen.fill(pygame.Color('grey12'))
          ticks=pygame.time.get_ticks()
          millis=ticks%1000
          seconds=int(ticks/1000 % 60)
          minutes=int(ticks/60000 % 24)
          out='{minutes:02d}:{seconds:02d}:{millis}'.format(minutes=minutes, millis=millis, seconds=seconds)
          font.render_to(screen, (100, 100), out, pygame.Color('dodgerblue'))
          pygame.display.flip()
          clock.tick(60)

          if __name__ == '__main__': main()


          enter image description here



          If you want to have your stopwatch "to start later", you could store the output of pygame.time.get_ticks() at this moment and simply substract it from the result of further calls (something like starttime=pygame.time.get_ticks() and ticks=pygame.time.get_ticks()-starttime later in the loop, you'll get the idea).






          share|improve this answer
























          • so where should i add this code to my game so the timer will also display on the game?

            – David Lee
            Nov 23 '18 at 10:17











          • The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

            – sloth
            Nov 23 '18 at 10:26














          0












          0








          0







          You can use for example pygame.time.get_ticks() to get the number of milliseconds since pygame.init() was called, and then use simple division to get the seconds and minutes etc from that number.



          Here's a simple example:



          import pygame
          import pygame.freetype

          def main():
          pygame.init()
          screen=pygame.display.set_mode((400, 300))
          clock=pygame.time.Clock()
          font=pygame.freetype.SysFont(None, 34)
          font.origin=True
          while True:
          for e in pygame.event.get():
          if e.type == pygame.QUIT: return
          screen.fill(pygame.Color('grey12'))
          ticks=pygame.time.get_ticks()
          millis=ticks%1000
          seconds=int(ticks/1000 % 60)
          minutes=int(ticks/60000 % 24)
          out='{minutes:02d}:{seconds:02d}:{millis}'.format(minutes=minutes, millis=millis, seconds=seconds)
          font.render_to(screen, (100, 100), out, pygame.Color('dodgerblue'))
          pygame.display.flip()
          clock.tick(60)

          if __name__ == '__main__': main()


          enter image description here



          If you want to have your stopwatch "to start later", you could store the output of pygame.time.get_ticks() at this moment and simply substract it from the result of further calls (something like starttime=pygame.time.get_ticks() and ticks=pygame.time.get_ticks()-starttime later in the loop, you'll get the idea).






          share|improve this answer













          You can use for example pygame.time.get_ticks() to get the number of milliseconds since pygame.init() was called, and then use simple division to get the seconds and minutes etc from that number.



          Here's a simple example:



          import pygame
          import pygame.freetype

          def main():
          pygame.init()
          screen=pygame.display.set_mode((400, 300))
          clock=pygame.time.Clock()
          font=pygame.freetype.SysFont(None, 34)
          font.origin=True
          while True:
          for e in pygame.event.get():
          if e.type == pygame.QUIT: return
          screen.fill(pygame.Color('grey12'))
          ticks=pygame.time.get_ticks()
          millis=ticks%1000
          seconds=int(ticks/1000 % 60)
          minutes=int(ticks/60000 % 24)
          out='{minutes:02d}:{seconds:02d}:{millis}'.format(minutes=minutes, millis=millis, seconds=seconds)
          font.render_to(screen, (100, 100), out, pygame.Color('dodgerblue'))
          pygame.display.flip()
          clock.tick(60)

          if __name__ == '__main__': main()


          enter image description here



          If you want to have your stopwatch "to start later", you could store the output of pygame.time.get_ticks() at this moment and simply substract it from the result of further calls (something like starttime=pygame.time.get_ticks() and ticks=pygame.time.get_ticks()-starttime later in the loop, you'll get the idea).







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 23 '18 at 10:00









          slothsloth

          75.4k15129173




          75.4k15129173













          • so where should i add this code to my game so the timer will also display on the game?

            – David Lee
            Nov 23 '18 at 10:17











          • The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

            – sloth
            Nov 23 '18 at 10:26



















          • so where should i add this code to my game so the timer will also display on the game?

            – David Lee
            Nov 23 '18 at 10:17











          • The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

            – sloth
            Nov 23 '18 at 10:26

















          so where should i add this code to my game so the timer will also display on the game?

          – David Lee
          Nov 23 '18 at 10:17





          so where should i add this code to my game so the timer will also display on the game?

          – David Lee
          Nov 23 '18 at 10:17













          The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

          – sloth
          Nov 23 '18 at 10:26





          The easiest way would be to just put the relevant code into your main loop. Maybe create a simple function for it and call it in your main loop.

          – sloth
          Nov 23 '18 at 10:26













          0














          If your game is running on while loop, with fps of 60, you can get minutes and seconds by doing so:



          frame_count = 0
          frame_rate = 60

          ... while block of game running 60 fps

          # Every second passes 60 frames, so you get seconds by dividing
          # by 60
          seconds = total_seconds // 60

          # Because 1 second is 60 frames, minute is 60 seconds * 60 frames.
          # So you divide by 60 * 60 = 3600
          minutes = total_seconds // 3600 # Because every second is 60 fps

          output_string = "Time: {0:02}:{1:02}".format(minutes, seconds)

          frame_count += 1


          I found this solution here






          share|improve this answer





















          • 1





            but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

            – David Lee
            Nov 23 '18 at 8:31













          • You don't have to use clock.tick, but you need frame_rate when you render your game.

            – Dinko Pehar
            Nov 23 '18 at 8:36











          • I edited a code, please check

            – Dinko Pehar
            Nov 23 '18 at 8:41


















          0














          If your game is running on while loop, with fps of 60, you can get minutes and seconds by doing so:



          frame_count = 0
          frame_rate = 60

          ... while block of game running 60 fps

          # Every second passes 60 frames, so you get seconds by dividing
          # by 60
          seconds = total_seconds // 60

          # Because 1 second is 60 frames, minute is 60 seconds * 60 frames.
          # So you divide by 60 * 60 = 3600
          minutes = total_seconds // 3600 # Because every second is 60 fps

          output_string = "Time: {0:02}:{1:02}".format(minutes, seconds)

          frame_count += 1


          I found this solution here






          share|improve this answer





















          • 1





            but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

            – David Lee
            Nov 23 '18 at 8:31













          • You don't have to use clock.tick, but you need frame_rate when you render your game.

            – Dinko Pehar
            Nov 23 '18 at 8:36











          • I edited a code, please check

            – Dinko Pehar
            Nov 23 '18 at 8:41
















          0












          0








          0







          If your game is running on while loop, with fps of 60, you can get minutes and seconds by doing so:



          frame_count = 0
          frame_rate = 60

          ... while block of game running 60 fps

          # Every second passes 60 frames, so you get seconds by dividing
          # by 60
          seconds = total_seconds // 60

          # Because 1 second is 60 frames, minute is 60 seconds * 60 frames.
          # So you divide by 60 * 60 = 3600
          minutes = total_seconds // 3600 # Because every second is 60 fps

          output_string = "Time: {0:02}:{1:02}".format(minutes, seconds)

          frame_count += 1


          I found this solution here






          share|improve this answer















          If your game is running on while loop, with fps of 60, you can get minutes and seconds by doing so:



          frame_count = 0
          frame_rate = 60

          ... while block of game running 60 fps

          # Every second passes 60 frames, so you get seconds by dividing
          # by 60
          seconds = total_seconds // 60

          # Because 1 second is 60 frames, minute is 60 seconds * 60 frames.
          # So you divide by 60 * 60 = 3600
          minutes = total_seconds // 3600 # Because every second is 60 fps

          output_string = "Time: {0:02}:{1:02}".format(minutes, seconds)

          frame_count += 1


          I found this solution here







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 23 '18 at 8:41

























          answered Nov 23 '18 at 8:23









          Dinko PeharDinko Pehar

          1,5493425




          1,5493425








          • 1





            but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

            – David Lee
            Nov 23 '18 at 8:31













          • You don't have to use clock.tick, but you need frame_rate when you render your game.

            – Dinko Pehar
            Nov 23 '18 at 8:36











          • I edited a code, please check

            – Dinko Pehar
            Nov 23 '18 at 8:41
















          • 1





            but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

            – David Lee
            Nov 23 '18 at 8:31













          • You don't have to use clock.tick, but you need frame_rate when you render your game.

            – Dinko Pehar
            Nov 23 '18 at 8:36











          • I edited a code, please check

            – Dinko Pehar
            Nov 23 '18 at 8:41










          1




          1





          but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

          – David Lee
          Nov 23 '18 at 8:31







          but my game is running clock.tick(60), if i use the above code it will mess up my game speed. Is it possible to make a stopwatch without using tick?

          – David Lee
          Nov 23 '18 at 8:31















          You don't have to use clock.tick, but you need frame_rate when you render your game.

          – Dinko Pehar
          Nov 23 '18 at 8:36





          You don't have to use clock.tick, but you need frame_rate when you render your game.

          – Dinko Pehar
          Nov 23 '18 at 8:36













          I edited a code, please check

          – Dinko Pehar
          Nov 23 '18 at 8:41







          I edited a code, please check

          – Dinko Pehar
          Nov 23 '18 at 8:41




















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