On 10/04/13 20:32, Peter B 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.
On Wednesday, 10 April 2013 14:09:04 UTC-4, Adam wrote:
On 10/04/13 18:48, Peter B wrote:
Maybe I'm misunderstanding something, but I specifically WANT to
couple my game logic and drawing code. Are you telling me that
this is no longer possible?
On Monday, 25 March 2013 20:21:30 UTC-4, Adam wrote:
On 25/03/13 17:23, Peter B wrote:
> Pyglet 1.2 alpha DEFINITELY broke the scheduling. I see
people asking
> the same thing, why the clock.set_fps_limit which
previously worked is
> now no longer working as advertised, and the response seems
to be Oh,
> just don't use it, and schedule everything on time
intervals. Which is
> fine unless you WANT sometime to fire each frame.
>
> I'd appreciate some explanation of why this happened.
>
pyglet.clock.set_fps_limit is deprecated
http://pyglet.org/doc/api/pyglet.clock-module.html#set_fps_limit
<http://pyglet.org/doc/api/pyglet.clock-module.html#set_fps_limit>
If you want something to happen every frame possible then use
pyglet.clock.schedule with your update function as was
mentioned earlier
in this thread. If you want to restrict the frame rate the
correct way
to do that now is to use schedule_interval and a redraw will
occur when
that happens assuming your monitor refresh rate is faster
than the interval.
What, specifically, are you trying to do? When you schedule
something on_draw should be called afterwards by the event loop to
draw the changes. If you want something more tightly coupled then
you'll need to schedule something to make sure the screen gets
refreshed and then run your logic from on_draw.
Why don't you keep track of the time since you last moved your sprite
and then only move/animate them when enough time has passed. Eg:
class MySprite(object):
def update(dt):
self.total_elapsed_time += dt
if self.refresh_time + self.n_sprites_time <
self.total_elapsed_time:
self.move_and_animate()
self.total_elapsed_time = 0
I hope that's clear.
Adam.
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