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<br>
<h2 align=center>pygame.time</h2>
Contains routines to help keep track of time. The timer
resolution on most systems is around 10ms.
<br>&nbsp;<br>
All times are represented in milliseconds, which is simply
Seconds*1000.(therefore 2500 milliseconds is 2.5 seconds)

<hr>

<table>
<tr><td><a href=#delay>delay</a></td><td> -
delay for a number of milliseconds</td></tr>


<tr><td><a href=#get_ticks>get_ticks</a></td><td> -
milliseconds since startup</td></tr>


<tr><td><a href=#set_timer>set_timer</a></td><td> -
control timer events</td></tr>


</table>

<hr>

<a name=delay><font size=+2><b>delay
</b></font><br><font size=+1><tt>
pygame.time.delay(millseconds) -> none
</tt></font><ul>
Will pause for a given number of milliseconds.
The maximum resolution of this delay is 10 milliseconds. The
time you request to delay will be truncated down to the nearest
10 milliseconds. This will help <u>delay()</u> return a little before
the requested time has passed, instead of a little afterwards.
</ul><br>&nbsp;<br>

<a name=get_ticks><font size=+2><b>get_ticks
</b></font><br><font size=+1><tt>
pygame.time.get_ticks() -> int
</tt></font><ul>
This is the time in milliseconds since the pygame.time was
imported.
</ul><br>&nbsp;<br>

<a name=set_timer><font size=+2><b>set_timer
</b></font><br><font size=+1><tt>
pygame.time.set_timer(eventid, milliseconds) -> int
</tt></font><ul>
Every event id can have a timer attached to it. Calling
this will set the timer in milliseconds for that event.
setting milliseconds to 0 or less will disable that timer.
When a timer for an event is set, that event will be
placed on the event queue every given number of
milliseconds.
</ul><br>&nbsp;<br>


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