Title: Class for FPS-independent timingAuthor: David Clark (da_clark at shaw.ca) Description: Provides fps-independent scaling for movement and duration timing Download: pytimer.tar.gz pygame version required: Any Comments: Here's another system for managing timing issues in a realtime game. This code scales all movement, duration and interval calculations to compensate for the current framerate. The disadvantage of this system is that movement can become choppy when framerates drop - a sprite moving at 200 pixels per second will move 60 pixels per frame if the framerate drops to 5 fps. On the other hand, a constant speed will be maintained; the sprite will move at 200 pixels per second regardless of the framerate. |
#! /usr/bin/env python """ ScaleClock - Allow your realtime application to self-adjust for fps changes. There are two general approaches to handling timing issues in a game. The first is to specify a maximum frame rate, and use pygame.time.delay() to make the length of each frame as close to the preceeding one as possible. This has the advantage of simplicity, but it means that a powerful machine will run at the same rate as a slow one, reducing efficiency - much processor time could be wasted in delay loops. This example demonstrates the alternative - running at the maximum possible framerate, then scaling all events to match. This method is more complicated; each moving object must have its movement rate scaled to compensate for longer or shorter frame durations. In addition, each recurring event must take into account the length of each frame in its timer. Create a timer object, then call timer.begin before your main loop, and timer.tick() during that loop. You'll need to handle movement and interval issues as mentioned above; check the example code at the bottom to see how to do it. """ import pygame, sys class FpsClock: def __init__(self): self.frame_duration = 0.000 self.this_frame_time = 0 self.last_frame_time = 0 return def tick(self): "Call this every frame" self.this_frame_time = self.get_current_time() self.frame_duration = (self.this_frame_time - self.last_frame_time) / 1000.000 self.last_frame_time = self.this_frame_time return def get_frame_duration(self): "Returns the length of the previous frame, in seconds" return self.frame_duration def get_current_time(self): "Used internally. Returns current time in ms." return pygame.time.get_ticks() def begin(self): "Starts/restarts the timer. Call just before your main loop." self.last_frame_time = self.get_current_time() return if __name__ == "__main__": pygame.init() timer = FpsClock() timer.begin() # Object setup for the movement example display = pygame.display.set_mode((320, 20), pygame.SWSURFACE) red_square = pygame.Surface((20, 20), pygame.SWSURFACE) red_square.fill((255, 0, 0)) black_square = pygame.Surface((20, 20), pygame.SWSURFACE) black_square.fill((0, 0, 0)) square_speed = 160 square_x = 0 # Setup for the interval example tick_interval = 1.000 tick_time = 0 # Change this to see how different framerates result in consistent # motion. Try values like 50 or 200 delay_duration = 5 while 1: # Interval example tick_time += timer.get_frame_duration() if tick_time > tick_interval: tick_time = 0 print "Tick" # Motion example display.blit(black_square, (square_x, 0)) square_x += (square_speed * timer.get_frame_duration()) if square_x > 320: square_x = 0 display.blit(red_square, (square_x, 0)) pygame.display.update() # Insert artificial delay pygame.time.delay(delay_duration) # Must call this every frame timer.tick() # Check for keypress, exit if we get one. pygame.event.peek() keys = pygame.key.get_pressed() for key in keys: if key: sys.exit()
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