I do not understand why this is an issue, can you not schedule a tick for
1/LOGIC_TICKS_PER_SECOND which sets the current animation frame, then in
the drawing code, just draw those currently selected frames?


On Wed, Apr 10, 2013 at 5:21 PM, Adam Bark <[email protected]> wrote:

>  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.
>
> --
> 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.
>
>
>

-- 
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.


Reply via email to