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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.
</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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