Yes Ill move the position of the clock schedule line and also I want to 
remap my keys every time as I will have different functions for the keys - 
in case of main menu, level's of the game. If theres a better way that this 
please do tell me.

Thanks a lot :)

On Sunday, 17 March 2013 12:27:29 UTC+5:30, claudio canepa wrote:
>
>
>
> On Sat, Mar 16, 2013 at 7:13 PM, Pranav Salunke 
> <[email protected]<javascript:>
> > wrote:
>
>> Hey Guys,
>>
>> I made a simple prototype for my own testing of Pyglet and I found one 
>> weird bug in my code which I could not nail no matter how many times I go 
>> through the same. The bug is that the speed of the moving sprite gradually 
>> increases and the sprite gets faster and faster as the number of clicks 
>> increase. Is there any suggestion as what may be causing this. Thanks a lot.
>>
>>
>>  
>>
>> I have attached the Tar Ball containing the code.
>>
>> Regards,
>> Pranav
>>   
>
>
>
> 1. clock.schedule_interval(move, 1.0 / 6.0) instructs pyglet to call move 
> each 1/60 sec ; that is repeat the call at 1/60, 2/60, 3/60,...
>
> 2. Every time a key is pressed the code in update will add a new request 
> to call move with a 1/60 interval (pyglet don't cares it is the same 
> function).
> So, after pressing k times a key, move will be called k  times after each 
> 1/60 
>
> This problem is easy: move the line
>     pyglet.clock.schedule_interval(move, 1.0/60.0)
> from the current location in update to just before the line
>     pyglet.app.run()
>
> Then you can eliminate the function update from the code
>
> Theres another problem with the code: each time move is called, it tells 
> pyglet to record keypresses in KEYMAP.
> So, after k calls to move, each keypress will be sent k times to KEYMAP.
> That is a waste of CPU and memory.
>
> Solution to this is easy: move the line
>    mainWindow.push_handlers(KEYMAP)
> from move to just before the line
>     pyglet.app.run() 
>
>
> Notice that  
>
> @window.event
> def on_key_press(symbol, modifiers):
>
> a) eliminates all previously registered handlers for on_key_press events
> b) registers the function as a handler for on_key_press events.
>
> So, if you want to use 
>
>  @window.event
> def on_key_press(symbol, modifiers): 
>
> and 
>
> mainWindow.push_handlers(KEYMAP)
>
> the later must  be after the first in the code, or else the KEYMAP handler 
> will be discarded.
>
>
>

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