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/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/pyglet-users?hl=en. For more options, visit https://groups.google.com/groups/opt_out.
