I add a pygame.time.wait(2000) function between two display updates expecting that after a keydown, it will first show up one text, then after 2 seconds, the second one. But
If your code works depends on the window manager you're using, but as you noticed, that's not good.
You need to wrap your head around the fact that your game runs in a loop, and everything you do to stop the loop (like wait
or sleep
) will not work.
In your code, you have three states:
1) print nothing
2) print the first text
3) print both texts
so and easy way to solve your problem is to simply keep track of the current state in a variable, like this:
import pygame
from sys import exit
SCREEN_WIDTH = 448
SCREEN_HEIGHT = 384
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
my_font = pygame.font.SysFont("arial", 16)
text = my_font.render('Hello world!', True, (255,255,255))
text_pos1 = text.get_rect(center=(100, 75))
text_pos2 = text.get_rect(center=(200, 150))
state = 0
ticks = None
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN and state == 0:
state = 1
ticks = pygame.time.get_ticks()
if state == 1 and ticks and pygame.time.get_ticks() > ticks + 2000:
state = 2
screen.fill((30, 30, 30))
if state > 0: screen.blit(text, text_pos1)
if state > 1: screen.blit(text, text_pos2)
pygame.display.flip()