On Wed, Apr 10, 2013 at 3:32 PM, Peter B <[email protected]> wrote:

> I'm trying to make a retro arcade style 2d game, and part of that requires
> that I have discrete per-frame logic (rather than based on delta since last
> update). For example, almost every visible element is going to be
> constantly cycling through 2-4 frame animations. More significantly, I'd
> like to simulate slowdown when lots of elements are onscreen; dynamically
> changing the FPS limit seemed like an easy enough way to do this, since it
> directly adjusts the period limit used in clock.tick.
>
> I was doing logic every frame through the scheduled update function, and
> relying on the "on_draw" method of pyglet.window to redraw after the
> scheduled functions completed- my assumption was that each invocation of
> "update" would be sandwiched between by two invocations of "on_draw", and
> vice versa.
>
> How should I organize my code? If I schedule my update function for every
> 1/60 seconds instead then I don't see how I'd be able to simulate slowdown
> without constant descheduling and rescheduling update at different speeds
> on each frame from within the update method.
>

You can always write your own main loop...

As long as you call Window.dispatch_events() each frame, you should be able
to manually call Window.clear() and Window.flip() as needed.

-- 
Tristam MacDonald
Software Development Engineer, Amazon.com
http://swiftcoder.wordpress.com/

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