def tick_wait(ms, d): global SKIPWAIT ge() if SKIPWAIT: return False if ms < d: time.sleep(0.001 * (d - ms)) return True return False
def Update_Loading(stage, text, *args): global finalstage, loading_img, bar_grad, screen, mytext, myfont, mytext2, lb, lbr screen.fill((0, 0, 0)) screen.blit(loading_img, (0, 0)) y = 0 if stage == -1: stage = finalstage text += " / " + str(int(100 * stage / float(finalstage))) + "%" Loading_Bar(stage, text) myflip() ge()
def Update_Loading(stage, text, *args): global finalstage, loading_img, bar_grad, screen, mytext, myfont, mytext2, lb, lbr screen.fill((0,0,0)) screen.blit(loading_img, (0,0)) y = 0 if stage == -1: stage = finalstage text += " / " + str(int(100*stage/float(finalstage))) + "%" Loading_Bar(stage, text) myflip() ge()
def r_wait(sec): ft = pygame.time.get_ticks() while pygame.time.get_ticks() < ft + sec * 1000: time.sleep(0.001) for e in ge(): if e.type == KEYDOWN: if e.key == K_ESCAPE or e.key == K_RETURN: return True return False
def r_wait(sec): ft = pygame.time.get_ticks() while pygame.time.get_ticks() < ft + sec*1000: time.sleep(0.001) for e in ge(): if e.type == KEYDOWN: if e.key == K_ESCAPE or e.key == K_RETURN: return True return False