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ConstantGameSpeedDefinitely read the article. It will help you decide if this clock-controller class is right for your program. It also gives a good explanation of the intent and mechanics of interpolation/prediction provided by this solution. The docstring in the demo also attempts to give insight into the why and how of its prediction choices. This latest update fixes an issue in GameClock, and adds some methods. Because the text processing on this site mangles parts of the code (e.g. less than, greater than, and other symbols) it is also hosted here for convenience. #!/usr/bin/env python __version__ = '$Id: gameclock.py 294 2011-05-12 03:55:32Z$' __author__ = 'Gummbum, (c) 2011' """gameclock.py - Game clock for Gummworld2. GameClock manages time in the following ways: 1. Run game engine at a constant speed, independent of variable frame rate. 2. Register special callback functions that will be run when the update_ready and frame_ready conditions occur. (Directly polling the clock is a supported alternate method.) 3. Schedule callback items to coincide with tick(), update_ready, frame_ready, and elapsed intervals. 4. Employ on-demand time dilation. 5. Gracefully handles some worst cases. Note that Python Library docs mention that time functions do not return fractions of a second on all computer platforms. Therefore this module will not work on such platforms. * * * IMPORTANT * * * On the note of granularity, some time sources are far less than ideal. This module uses the logic: if (windows|cygwin) use time.clock, else use time.time. For non-Windows systems using pygame is HIGHLY recommended to use pygame.time.get_ticks for its greatly superior granularity. You can do this like so: if sys.platform in('win32','cygwin'): time_source = None else: time_source = lambda:pygame.time.get_ticks()/1000. clock = gameclock.GameClock(time_source=time_source) USAGE Old-style direct polling: clock = GameClock() while 1: clock.tick() if clock.update_ready: update() if clock.frame_ready: draw() Special callback: clock = GameClock(update_callback=update, frame_callback=draw) while 1: clock.tick() Special callbacks can be directly set and cleared at any time: clock.update_callback = my_new_update clock.frame_callback = my_new_draw clock.update_callback = None clock.frame_callback = None Scheduling miscellanous callbacks: def my_tick_spammer(dt, secs, message=None): print 'secs=%f dt=%f message=%s' % (secs,dt,message) clock.schedule(my_tick_spammer, lambda:time.time(), message='Hello again!') def update_something(dt): "..." clock.schedule_update(coincide_with_update) def coincide_with_draw(dt): "..." clock.schedule_frame(coincide_with_draw) def every_second_of_every_day(dt): "..." clock.schedule_interval(every_second_of_every_day, 1.0) Time dilation (affects DT and interval timers): normal = 1.0 slow_mo = 2.0 fast_mo = 0.5 clock.dilation = slow_mo clock.dilation = normal CREDITS The inspiration for this module came from Koen Witters's superb article "deWiTTERS Game Loop", aka "Constant Game Speed independent of Variable FPS" at http://www.koonsolo.com/news/dewitters-gameloop/. Pythonated by Gummbum. While the builtin demo requires pygame, the module does not. The GameClock class is purely Python and should be compatible with other Python-based multi-media and game development libraries. """ import sys import time class _Item(object): """A spammy item runs all the time.""" __slots__ = ['func', 'pri', 'args', 'kwargs'] def __init__(self, func, pri, args, kwargs): self.func = func self.pri = pri self.args = args self.kwargs = kwargs class _IntervalItem(object): """An interval item runs after an elapsed interval.""" __slots__ = ['func', 'interval', 'lasttime', 'args', 'kwargs'] def __init__(self, func, interval, curtime, args, kwargs): self.func = func self.interval = float(interval) self.lasttime = curtime self.args = args self.kwargs = kwargs def sort_key(self): return self.lasttime+self.interval class GameClock(object): """Manage time in the following ways: 1. Run game engine at a constant speed, independent of variable frame rate. 2. Schedule items to coincide with tick(), update_ready, frame_ready, and elapsed intervals. 3. Employ on-demand time dilation. Parameters: ticks_per_second -> Positive integer. Constant ticks per second for game physics. max_fps -> Positive integer. Max frames allowed per second. A value of zero allows unlimited frames. use_wait -> Boolean. When True, GameClock.tick() uses time.sleep to throttle frames per second. This uses less CPU at the postential cost of smoothness. When False, GameClock.tick() returns without injecting any waits, and can result in smoother frames. max_frame_skip -> Positive integer. Max game ticks allowed before forcing a frame display. update_callback -> Callable. Special callback to invoke when update is ready. frame_callback -> Callable. Special callback to invoke when frame is ready. time_source -> Callable. Custom time source, e.g. lambda:pygame.time.get_ticks() / 1000.0. Properties: interpolate -> Read-only. Float (range 0 to 1) factor representing the exact point in time between the previous and next ticks. update_ready -> Read-only. Boolean indicating it is time to update the game logic. frame_ready -> Read-only. Boolean indicating it is time to update the display. dilation -> Read-write. Set the time dilation factor. Normal==1.0, Slower>1.0, Faster<1.0. Affects DT and interval timers. update_callback -> Read-write. The callback function to invoke at each update_ready interval. frame_callback -> Read-write. The callback function to invoke at each frame_ready interval. fps, frame_count, frame_elapsed -> Read-only. Most recent FPS, cumulative frames posted during the current second, and time elapsed in the previous frame, respectively. ups, update_count, update_elapsed -> Read-only. Most recent updates per second, cumulative updates posted during the current second, and time elapsed in the previous update, respectively. tps -> Read-only. Most recently measured tick() calls per second. time -> Read-write. The value from the last poll of time source. ticks_per_second -> Read-write. See parameter ticks_per_second. max_fps -> Read-write. See parameter max_fps. use_wait -> Read-write. See parameter use_wait. max_frame_skip -> Read-write. See parameter max_frame_skip. Methods: tick() -> Game loop timer. Call once per game loop. get_time() -> Return the milliseconds elapsed in the previous call to tick(). get_fps() -> Return the frame rate from the previous second. get_ups() -> Return the update rate from the previous second. schedule(), schedule_update(), schedule_update_priority(), schedule_frame(), schedule_frame_priority(), schedule_interval() -> Various scheduling facilities. unschedule() -> Schedule removal. """ def __init__(self, ticks_per_second=25, max_fps=0, use_wait=True, max_frame_skip=5, update_callback=None, frame_callback=None, time_source=None, ): # time sources self._wait = time.sleep if time_source is not None: self._get_ticks = time_source elif sys.platform in ('win32','cygwin'): self._get_ticks = time.clock else: self._get_ticks = time.time # settings self.ticks_per_second = ticks_per_second self.max_fps = max_fps self.use_wait = use_wait self.max_frame_skip = max_frame_skip self.update_callback = update_callback self.frame_callback = frame_callback self.dilation = 1.0 # counters self._elapsed = 0.0 self._update_elapsed = 0.0 self._frame_elapsed = 0.0 self.frame_count = 0 self.update_count = 0 self._frames_skipped = 0 self.time = self._get_ticks() self._last_update = self.time self._last_frame = self.time # schedules: trigger once per call to tick() # interval schedules: trigger on elapsed time # update schedules: trigger on update_ready # frames schedules: trigger on frame_ready self.schedules = [] self.interval_schedules = [] self.update_schedules = [] self.frame_schedules = [] self._need_sort = False # for interval schedules only # stats self.tps = 0.0 # calls to tick() per second self.fps = 0.0 # frames per second self.ups = 0.0 # updates per second self.update_elapsed = 0.0 self.frame_elapsed = 0.0 self.update_ready = True self.frame_ready = True @property def ticks_per_second(self): """Get or set ticks per second.""" return self._ticks_per_second @ticks_per_second.setter def ticks_per_second(self, n): if n > 0: self._ticks_per_second = n else: self._ticks_per_second = 25 self._tick_step = 1.0 / self._ticks_per_second @property def max_fps(self): """Get or set max_fps.""" return self._max_fps @max_fps.setter def max_fps(self, n): if n > 0: self._max_fps = n self._frame_step = 1.0 / n else: self._max_fps = 0 self._frame_step = 0 @property def use_wait(self): """Get or set use_wait.""" return self._use_wait @use_wait.setter def use_wait(self, enabled): self._use_wait = enabled self._tps = float(self.max_fps) @property def max_frame_skip(self): """Get or set max_frame_skip.""" return self._max_frame_skip @max_frame_skip.setter def max_frame_skip(self, n): if n > 0: self._max_frame_skip = n else: self._max_frame_skip = 0 def tick(self): """Game loop timer. Call once per game loop to calculate runtime values. After calling, check the update_ready() and frame_ready() methods. Sleep cycles are injected if use_wait=True. Returns the number of milliseconds that have elapsed since the last call to tick().""" TIME = self._get_ticks() DT = self._ticks = (TIME - self.time) / self.dilation self._elapsed += self._ticks self.time = TIME # Update runtime stats and counters every second. if self._elapsed >= 1.0: self._elapsed %= 1.0 # Save stats and clear counters. self.tps = 0.0 self.fps = self.frame_count self.ups = self.update_count self.frame_count = self.update_count = 0 # Process the time slice. self._tps += 1 self._update_elapsed += DT self._frame_elapsed += DT self.update_ready = self.frame_ready = False if TIME >= self._last_update+self._tick_step*self.dilation: self.update_ready = True if self.max_fps == 0: self.frame_ready = True elif TIME >= self._last_frame+self._frame_step or \ self._frames_skipped >= self.max_frame_skip: self.frame_ready = True elif self._use_wait and self.max_fps > 0: wait_sec = self._last_frame + self._frame_step - self._get_ticks() if wait_sec > 0.: self._wait(wait_sec) self.frame_ready = True # Schedules cycled every tick. for sched in self.schedules: sched.func(DT, *sched.args, **sched.kwargs) # Schedules cycled when their interval elapses. if self._need_sort: self.interval_schedules.sort(key=_IntervalItem.sort_key) self.need_sort = False for sched in self.interval_schedules: due = sched.lasttime + sched.interval*self.dilation if TIME >= due: drift = TIME - due if -0.5 < drift < 0.5: dt = sched.interval else: dt = TIME - sched.lasttime sched.func(dt/self.dilation, *sched.args, **sched.kwargs) sched.lasttime += dt * self.dilation self._need_sort = True else: break # Schedules cycled every update. if self.update_ready: # Flip the state variables. self.update_count += 1 self._frames_skipped += 1 self.update_elapsed = self._update_elapsed self._update_elapsed = 0.0 # Reconcile if we're way too fast or slow. self._last_update += self._tick_step drift = self._tick_step / 5.0 if not (TIME-drift < self._last_update < TIME+drift): self._last_update = TIME # Run the schedules. update_called = self.update_callback is None for sched in self.update_schedules: if update_called: sched.func(self.update_elapsed, *sched.args, **sched.kwargs) else: if sched.pri > 0.0: self.update_callback(self.update_elapsed) update_called = True sched.func(self.update_elapsed, *sched.args, **sched.kwargs) if not update_called: self.update_callback(self.update_elapsed) # Schedules cycled every frame. if self.frame_ready: # Flip the state variables. self.frame_count += 1 self._frames_skipped = 0 self.frame_elapsed = self._frame_elapsed self._frame_elapsed = 0.0 # Reconcile if we're way too fast or slow. if self._frame_step: self._last_frame += self._frame_step drift = self._frame_step * self.max_frame_skip if not (TIME-drift < self._last_frame < TIME+drift): self._last_frame = TIME # Run the schedules. frame_called = self.frame_callback is None for sched in self.frame_schedules: if frame_called: sched.func(self.frame_elapsed, *sched.args, **sched.kwargs) else: if sched.pri > 0.0: self.frame_callback(self.frame_elapsed) frame_called = True sched.func(self.frame_elapsed, *sched.args, **sched.kwargs) if not frame_called: self.frame_callback(self.frame_elapsed) return DT @property def interpolate(self): """Return a float representing the current position in between the previous gametick and the next one. This allows the main game loop to make predictive calculations between gameticks.""" interp = ( self._get_ticks() - self._last_update ) / self._tick_step / self.dilation if interp > 1.0: interp = 1.0 return interp def get_time(self): """Return the milliseconds elapsed in the previous call to tick().""" return self._ticks def get_fps(self): """Return frames per second during the previous second.""" return self.fps def get_ups(self): """Return updates per second during the previous second.""" return self.ups def schedule(self, func, *args, **kwargs): """Schedule an item to be called back each time tick() is called.""" self.unschedule(func) item = _Item(func, 0, args, kwargs) self.schedules.append(item) def schedule_update(self, func, *args, **kwargs): """Schedule an item to be called back each time update_ready is True.""" self.unschedule(func) item = _Item(func, -1, args, kwargs) self.update_schedules.append(item) def schedule_update_priority(self, func, pri, *args, **kwargs): """Schedule an item to be called back each time update_ready is True. Items are called in order of priority, low to high. If the clock's update_callback is not None, its priority is always 0.0. """ self.unschedule(func) new_item = _Item(func, pri, args, kwargs) for i,sched in enumerate(self.update_schedules): if sched.pri > new_item.pri: self.update_schedules.insert(i, new_item) return self.update_schedules.append(new_item) def schedule_frame(self, func, *args, **kwargs): """Schedule an item to be called back each time frame_ready is True.""" self.unschedule(func) item = _Item(func, 0.0, args, kwargs) self.frame_schedules.append(item) def schedule_frame_priority(self, func, pri, *args, **kwargs): """Schedule an item to be called back each time frame_ready is True. Items are called in order of priority, low to high. If the clock's frame_callback is not None, its priority is always 0.0. """ self.unschedule(func) new_item = _Item(func, pri, args, kwargs) for i,sched in enumerate(self.frame_schedules): if sched.pri > new_item.pri: self.frame_schedules.insert(i, new_item) return self.frame_schedules.append(new_item) def schedule_interval(self, func, interval, *args, **kwargs): """Schedule an item to be called back each time an interval elapses. Parameters: interval -> The time in seconds (float). """ self.unschedule(func) item = _IntervalItem(func, interval, self._get_ticks(), args, kwargs) self.interval_schedules.append(item) self._need_sort = True def unschedule(self, func): """Unschedule a managed function.""" for sched in ( self.schedules, self.update_schedules, self.frame_schedules, self.interval_schedules, ): for item in list(sched): if item.func == func: sched.remove(item) Demo code showing a simple usage of the various aspects of GameClock class.
if __name__ == '__main__': """ USAGE TIPS When first trying this demo follow these steps. These tips assume the stock (unmodified) settings are used. 1. Initially the game uses a Pygame clock loop, unthrottled. Use this mode to compare the maximum frame rate between this mode and the GameClock loop. Press the M key to toggle frame rate throttling. 2. Press the M key to throttle Pygame to 30 FPS. This is the typical method employed in Pygame to fix the rate of game ticks. 3. Press the L key to swith to GameClock loop. Note the UPS (updates per second) are 30, as with the Pygame clock. The frame rate should be much higher, and the motion of the balls should be smoother. 4. Press the Tab key to cycle GameClock to the next settings, which throttle the frame rate at 120 per second. Switch between Pygame and GameClock with the L key and compare the smoothness of the motion. 5. In GameClock mode with a CPU meter running press the W key to toggle Wait (GameClock uses time.wait()) and watch the effect on CPU usage. 6. Press the Tab key to watch how smoothness of motion is affected when the GameClock frame rate is throttled to 60 FPS, and again at 30. Note that at 30 FPS there is no apparent difference between GameClock and Pygame. 7. Press the Tab key again to view GameClock throttled to 6 UPS. Ball class implements two kinds of prediction: motion, and screen edge collision. Use the P key to toggle screen edge prediction. Note that when Predict is on the balls behave well when colliding with screen edges. When Predict is off predict() assumes it will never change course, and update() snaps it back from the predicted position. The effect is visually jarring, and is visible even at higher frame rates. 8. Pressing K toggles whether collisions kill balls. It does not toggle collision detection. There is no appreciable difference here between Pygame and GameClock. 9. Pressing B creates 25 more balls. 10. There are a couple gotchas with GameClock that have been called out in code comments. See update_gameclock(). ABOUT THE DEMO This demo sends a ball careening about the window. It is probably not the best usage for the GameClock class, but it provides a good basis for demonstrating linear motion prediction, and salving an eyesore with some judicious collision prediction. You could certainly use the GameClock simply as a timer and FPS throttle, but that only scratches the surface. With an implementation like this demo you're deciding you want to update some visual aspects of the game as often as possible, while time passes at a slower, constant rate for the game mechanics. This is done by separating the game mechanics routine from the display routine and calling them on independent cycles. If the game mechanics are comparatively more costly in computing power, there is potentially a lot of benefit in choosing to update the mechanics at a much lower rate than updating frames for display. Of course, in order to update the display meaningfully you need to modify it. Otherwise you're seeing the same image posted repeatedly. But if the display changes are waiting on game mechanics to post, you can only update the display as fast as you can compute the entire world. This is where prediction fits in: updating the display in advance of the game mechanics. The design problem is what do you predict? First, it should make a positive difference in the user experience. Second, the more you add to your display computation the lower your frame rate. There are two kinds of prediction Ball can use: motion and collision. Once we start predicting the motion we notice that when the ball collides with the screen edge the rebound jars the eye. This is because simple motion prediction assumes there will be no course changes and overshoots the edge. In most cases the prediction is right, but in edge collision it is wrong, and the next update snaps it back from the predicted position. If this were invisible it wouldn't be a problem. Rather it is quite annoying. The problem can be solved by predicting collisions, making update() and predict() adjust their calculations by the interpolation value at the time the collision occurred. And we see the ill effect is resolved when we turn on screen-edge collision prediction (enabling with the P key). A notable distinction is there are two collision conditions that change the ball's behavior: collision with the screen edges and collision with another ball. The distinction is that predicting screen edge collision makes a visible difference. By contrast, when two balls collide it does not visually matter whether they react immediately or there is a delay, even at a very low 6 updates-per- second. Therefore, the potentially expensive ball-vs-ball collision detection can be done less frequently. Of course, if you're shooting very fast bullets it would matter, but that doesn't apply to our demo. Ultimately the choice of what to predict and what to defer is a project decision. Hopefully this explanation has illuminated the reasoning used in designing the demo's prediction capabilities and has shown that if done intelligently, such tricks can add virtual performance to your application. THE INTERFACE Input keys: L -> Loop; Toggle between Pygame and GameClock timed loops. Tab:[TicksPerSecond MaxFPS] -> Cycle through the GameClock settings. K -> Kill; Toggle whether collisions kill balls. M -> MaxFPS; Toggle Pygame clock's MaxFPS throttle. P -> Predict; Toggle whether the ball uses its GameClock predictive algorithm. W -> Wait; Toggle whether GameClock uses time.sleep(). B -> Balls; Make 25 more balls. The title bar displays the runtime settings and stats. If the stats are chopped off you can increase the window width in main(). Stats: Runtime:[FPS=%d UPS=%d] -> The number of frames and updates that occurred during the previous second. """ import random import pygame from pygame.locals import ( Color, QUIT, KEYDOWN, K_ESCAPE, K_TAB, K_1, K_b, K_k, K_l, K_m, K_p, K_w, ) # GameClock control. TICKS_PER_SECOND = 30.0 MAX_FRAME_SKIP = 5.0 # Ball control. MAX_BALL_SPEED = 240.0 # pixels per second INIT_BALLS = 100 # initial number of balls ## Note to tweakers: Try adjusting these GameClock settings before adjusting ## the fundamental ones above. SETTINGS = ( # TicksPerSecond MaxFPS (TICKS_PER_SECOND, 0), # unlimited FPS (TICKS_PER_SECOND, MAX_BALL_SPEED/2), # max FPS is half ball speed (TICKS_PER_SECOND, TICKS_PER_SECOND*2), # max FPS is double TPS (TICKS_PER_SECOND, TICKS_PER_SECOND), # max FPS is TPS (TICKS_PER_SECOND/5, 0), # TPS is 6; unlimited FPS ) # Use Pygame clock, or GameClock. USE_PYGAME_CLOCK = True PYGAME_FPS = 0 # Ball uses prediction? Enable this to see how combining interpolation and # prediction can smooth frames between updates, and solve visual artifacts. USE_PREDICTION = True # Balls are killed when they collide. DO_KILL = False # Appearance. BGCOLOR = Color(175,125,125) ## NO MORE CONFIGURABLES. # Game objects. elapsed = 0 game_ticks = 0 pygame_clock = None clock = None screen = None screen_rect = None eraser_image = None sprite_group = None def logger(*args): if logging: print ' '.join([str(a) for a in args]) logging = True class Ball(pygame.sprite.Sprite): size = (40,40) def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.surface.Surface(self.size) self.rect = self.image.get_rect() self._detail_block(self.image, Color('red'), self.rect) w,h = screen_rect.size self.x = float(random.randrange(self.size[0],w-self.size[0])) self.y = float(random.randrange(self.size[1],h-self.size[1])) self.rect.center = round(self.x),round(self.y) self.dx = random.choice([-1,1]) self.dy = random.choice([-1,1]) # Speed is pixels per second. self.speed = MAX_BALL_SPEED ## These prorate the speed step made in update() by remembering the ## interpolation value when a screen edge collision occurs. This ## removes all occurrence of twitchy rebounds. self.predictive_rebound_x = 0.0 self.predictive_rebound_y = 0.0 def _dim(self, color, frac): c = Color(*color) c.r = int(round(c.r*frac)) c.g = int(round(c.g*frac)) c.b = int(round(c.b*frac)) return c def _detail_block(self, image, color, rect): image.fill(self._dim(color,0.6)) tl,tr = (0,0),(rect.width-1,0) bl,br = (0,rect.height-1),(rect.width-1,rect.height-1) pygame.draw.lines(image, color, False, (bl,tl,tr)) pygame.draw.lines(image, self._dim(color,0.3), False, (tr,br,bl)) def update(self, *args): """Call once per tick to update state.""" ## If prediction is enabled then predict() handles rebounds. use_prediction = list(args).pop(0) if not use_prediction: self._rebound(0.0) ## Speed step needs to be adjusted by the value of interpolation ## at the time the ball collided with an edge (predictive_rebound_*). self.x += self.dx * self.speed/TICKS_PER_SECOND * (1-self.predictive_rebound_x) self.y += self.dy * self.speed/TICKS_PER_SECOND * (1-self.predictive_rebound_y) self.predictive_rebound_x,self.predictive_rebound_y = 0.0,0.0 self.rect.center = round(self.x),round(self.y) def predict(self, interpolation, use_prediction): """Call as often as you like. Hitting the edge is predicted, and the ball's direction is changed appropriately.""" ## If prediction is not enabled then update() handles rebounds. if use_prediction: self._rebound(interpolation) ## Interpolation needs to be adjusted by the value of interpolation ## at the time the ball collided with an edge (predictive_rebound_*). x = self.x + self.dx * self.speed/TICKS_PER_SECOND * (interpolation-self.predictive_rebound_x) y = self.y + self.dy * self.speed/TICKS_PER_SECOND * (interpolation-self.predictive_rebound_y) self.rect.center = round(x),round(y) def _rebound(self, interpolation): ## 1. Handle screen edge collisions. ## 2. Update the prediction_rebound_* adjusters. r = self.rect if r.left < screen_rect.left: r.left = screen_rect.left self.x = float(r.centerx) self.dx = -self.dx self.predictive_rebound_x = interpolation elif r.right >= screen_rect.right: r.right = screen_rect.right-1 self.x = float(r.centerx) self.dx = -self.dx self.predictive_rebound_x = interpolation if r.top < screen_rect.top: r.top = screen_rect.top self.y = float(r.centery) self.dy = -self.dy self.predictive_rebound_y = interpolation elif r.bottom >= screen_rect.bottom: r.bottom = screen_rect.bottom-1 self.y = float(r.centery) self.dy = -self.dy self.predictive_rebound_y = interpolation def update_pygame(): """Update function for use with Pygame clock.""" global elapsed sprite_group.update(False) handle_collisions() elapsed += pygame_clock.get_time() if elapsed >= 1000: set_caption() elapsed -= 1000 def display_pygame(): """Display function for use with Pygame clock.""" sprite_group.clear(screen, eraser_image) sprite_group.draw(screen) pygame.display.update() def update_gameclock(): """Update function for use with GameClock.""" global game_ticks ## GOTCHA: Both Ball.update() and Ball.predict() modify sprite ## position, so the update and display routines must each perform ## erasure. This results in redundant erasures whenever an update and ## frame are ready in the same pass. This happens almost every game tick ## at high frame rates, often enough that an avoidance optimization ## would gain a few FPS. sprite_group.clear(screen, eraser_image) sprite_group.update(USE_PREDICTION) handle_collisions() game_ticks += 1 if game_ticks >= clock.ticks_per_second: set_caption() game_ticks = 0 def display_gameclock(interpolation): """Display function for use with GameClock.""" ## GOTCHA: See the comment in update_gameclock(). sprite_group.clear(screen, eraser_image) for ball in sprite_group: ball.predict(interpolation, USE_PREDICTION) sprite_group.draw(screen) pygame.display.update() def handle_collisions(): """Handle collisions for both Pygame clock and GameClock.""" for sprite in sprite_group: for other in pygame.sprite.spritecollide(sprite, sprite_group, False): if sprite is not other and DO_KILL: sprite.kill() other.kill() def set_caption(): """Set window caption for both Pygame clock and GameClock.""" if USE_PYGAME_CLOCK: pygame.display.set_caption( 'Loop=Pygame Kill=%s MaxFPS=%d Runtime:[FPS=%d Balls=%d]' % ( DO_KILL, PYGAME_FPS, pygame_clock.get_fps(), len(sprite_group))) else: pygame.display.set_caption( ' '.join(('Loop=GameClock Tab:[TPS=%d MaxFPS=%d] Predict=%s Wait=%s Kill=%s', 'Runtime:[FPS=%d UPS=%d Balls=%d]')) % ( clock.ticks_per_second, clock.max_fps, USE_PREDICTION, clock.use_wait, DO_KILL, clock.get_fps(), clock.get_ups(), len(sprite_group))) def main(): global clock, pygame_clock, screen, screen_rect, sprite_group, eraser_image global USE_PYGAME_CLOCK, DO_KILL, USE_PREDICTION, PYGAME_FPS screen = pygame.display.set_mode((800,600)) screen.fill(BGCOLOR) screen_rect = screen.get_rect() eraser_image = screen.copy() which_settings = 0 pygame_clock = pygame.time.Clock() clock = GameClock(*SETTINGS[which_settings]) clock.use_wait = False sprite_group = pygame.sprite.Group([Ball() for i in range(INIT_BALLS)]) # game_is_running = True while game_is_running: if USE_PYGAME_CLOCK: pygame_clock.tick(PYGAME_FPS) update_pygame() display_pygame() else: clock.tick() if clock.update_ready(): update_gameclock() if clock.frame_ready(): display_gameclock(clock.interpolate()) # for e in pygame.event.get(): if e.type == QUIT: quit() elif e.type == KEYDOWN: if e.key == K_ESCAPE: quit() elif e.key == K_TAB: which_settings += 1 if which_settings >= len(SETTINGS): which_settings = 0 (clock.ticks_per_second,clock.max_fps) = SETTINGS[which_settings] elif e.key == K_1: sprite_group.add(Ball()) elif e.key == K_b: sprite_group.add([Ball() for i in range(25)]) elif e.key == K_k: DO_KILL = not DO_KILL elif e.key == K_l: USE_PYGAME_CLOCK = not USE_PYGAME_CLOCK elif e.key == K_m: if PYGAME_FPS == 0: PYGAME_FPS = 30 else: PYGAME_FPS = 0 elif e.key == K_p: USE_PREDICTION = not USE_PREDICTION elif e.key == K_w: clock.use_wait = not clock.use_wait pygame.init() main() [edit] |
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