On 10/04/13 22:09, Peter B wrote:
Because I intend for runs through the game to be deterministic,
recordable and replayable (by recording user input and feeding it back
in).
I don't want to any game or drawing logic based on time. Certain
events should happen every N frames, and watching for elapsed time
allows things to slip through cracks (certain frames are "dropped" in
a sense).
On Wednesday, 10 April 2013 16:50:01 UTC-4, Adam wrote:
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.
It doesn't have to happen at a certain time it just happens whenever the
next frame occurs after a set time has elapsed so nothing gets
"dropped". It will do exactly the same as limiting the frame rate.
Alternatively you could "schedule_once" your update function on each
frame as long as you can determine how long it should be 'til the next
frame.
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