本文整理汇总了Python中pyglet.clock.set_fps_limit函数的典型用法代码示例。如果您正苦于以下问题:Python set_fps_limit函数的具体用法?Python set_fps_limit怎么用?Python set_fps_limit使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了set_fps_limit函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: test_sprite
def test_sprite(self):
w = pyglet.window.Window(width=320, height=320)
image = Image2d.load(ball_png)
ball1 = BouncySprite(0, 0, 64, 64, image, properties=dict(dx=10, dy=5))
ball2 = BouncySprite(288, 0, 64, 64, image, properties=dict(dx=-10, dy=5))
view = FlatView(0, 0, 320, 320, sprites=[ball1, ball2])
view.fx, view.fy = 160, 160
clock.set_fps_limit(60)
e = TintEffect((0.5, 1, 0.5, 1))
while not w.has_exit:
clock.tick()
w.dispatch_events()
ball1.update()
ball2.update()
if ball1.overlaps(ball2):
if "overlap" not in ball2.properties:
ball2.properties["overlap"] = e
ball2.add_effect(e)
elif "overlap" in ball2.properties:
ball2.remove_effect(e)
del ball2.properties["overlap"]
view.clear()
view.draw()
w.flip()
w.close()
示例2: on_key_press
def on_key_press(symbol, modifiers):
global evolving, fps_limit, grid, show_help
if show_help:
show_help = False
return
if symbol == key.H:
# show help screen
show_help = True
if symbol == key.SPACE:
# toggle evolving
evolving = not evolving
if symbol == key.R:
# reseed grid
seed_grid()
if symbol == key.C:
# clear grid
grid = [[(0,0)]*50 for i in range(50)]
if symbol == key.UP:
fps_limit += 2
if fps_limit > 40: fps_limit = 40
clock.set_fps_limit(fps_limit)
if symbol == key.DOWN:
fps_limit -= 2
if fps_limit < 2: fps_limit = 2
clock.set_fps_limit(fps_limit)
示例3: __init__
def __init__(self):
pyglet.window.Window.__init__(self,vsync = True,fullscreen=True)
self.set_mouse_visible(False)
self.bgcolor=bgcolor
self.size_x,self.size_y=self.get_display_size()
self.center= self.size_x*0.5,self.size_y*0.5
self.paused=False
self.camera=Camera((self.center), 0.1)
self.key_actions = {
key.ESCAPE: lambda: exit(),
key.PAGEUP: lambda: self.camera.zoom(2),
key.PAGEDOWN: lambda: self.camera.zoom(0.5),
key.LEFT: lambda: self.camera.pan(self.camera.scale, -1.5708),
key.RIGHT: lambda: self.camera.pan(self.camera.scale, 1.5708),
key.DOWN: lambda: self.camera.pan(self.camera.scale, 3.1416),
key.UP: lambda: self.camera.pan(self.camera.scale, 0),
key.COMMA: lambda: self.camera.tilt(-1),
key.PERIOD: lambda: self.camera.tilt(+1),
key.P : lambda: self.toggle_pause(),
}
self.gl_setup()
# schedule the update function at 'fps' times per second
clock.schedule_interval(self.update, 1.0/100.0)
clock.set_fps_limit(max_fps)
示例4: main
def main():
win = pyglet.window.Window( width=800, height=600 )
anims = []
@win.event
def on_key_press(symbol, modifiers):
#print 'Flipping', anims
for anim in anims:
anim.flip()
anims.append( Anim('subWalkNorm', 5) )
anims.append( BeerThrowAnim() )
while not win.has_exit:
done = False
clock.set_fps_limit(FRAMES_PER_SECOND)
while not done:
timeChange = clock.tick()
win.dispatch_events()
for anim in anims:
anim.update( timeChange )
win.clear()
if done or win.has_exit:
break
for anim in anims:
anim.draw()
win.flip()
示例5: instructionScreen
def instructionScreen(windowSurface, WWIDTH, FRAMES, background_image, background_position):
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
windowSurface.blit(background_image, background_position)
displayText(windowSurface, 128, WWIDTH / 2, 125, 'MEGA', RED)
displayText(windowSurface, 128, WWIDTH / 2, 275, 'JUMP!', GREEN)
displayText(windowSurface, 20, WWIDTH / 2, 400, 'Space to jump (+ down arrow for small jump, M for MegaJump)', GREEN)
displayText(windowSurface, 20, WWIDTH / 2, 450, 'Left & Right arrows to move (+ up arrow to move faster)', GREEN)
displayText(windowSurface, 20, WWIDTH / 2, 500, 'Q to quit, R to reset', GREEN)
displayText(windowSurface, 20, WWIDTH / 2, 550, 'Only 1 MegaJump per game!', RED)
displayText(windowSurface, 20, WWIDTH / 2, 600, 'Press ESC to return to main screen', GREEN)
pygame.draw.circle(windowSurface, GOLD, (510, 550), 10, 0)
if pygame.key.get_pressed()[K_ESCAPE]:
return
pygame.display.flip()
clock.set_fps_limit(FRAMES)
clock.tick()
示例6: __init__
def __init__(self, fullscreen=False,
screen=None,
width=None, height=None,
visible=False, vsync=False, fps=60,
show_fps=False):
platform = get_platform()
display = platform.get_default_display()
screens = display.get_screens()
screen=screens[screen]
self.window = MyWindow(fullscreen=fullscreen, screen=screen,
width=width, height=height, visible=visible,
vsync=vsync
)
# glClearColor(0., 0., 0., 0.0)
# glEnable(GL_BLEND)
# glEnable(GL_LINE_SMOOTH)
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.clockDisplay = clock.ClockDisplay(color=(1., 1., 1., .8)) if show_fps \
else None
self.paused = False
clock.set_fps_limit(fps)
self.window.on_draw = self.on_draw
self.window.on_key_press = self.on_key_press
self.window.on_mouse_drag = self.on_mouse_drag
self.window.on_mouse_press = self.on_mouse_press
示例7: __init__
def __init__(self, window):
self.win = window
self.world = World()
self.camera = Camera(self.win, zoom=100.0)
self.hud = Hud(self.win)
clock.set_fps_limit(settings.WINDOW['framerate'])
示例8: __init__
def __init__(self, *args, **kwargs):
super(MainWindow, self).__init__(*args, **kwargs)
self.keys = window.key.KeyStateHandler()
self.push_handlers(self.keys)
# self.set_exclusive_mouse()
self.width, self.height, self.rat3d, self.ratex = 640, 480, 1.05, 0.5
self.zoom, self.expand, self.mapping, self.blend = 0, 0, 0, 1
self.fgc, self.bgc = (1.0, 1.0, 1.0, 0.9), (0.1, 0.1, 0.1, 0.1)
self.loadfgc, self.loadbgc = (0.4, 0.2, 0.4, 0.3), (0.6, 0.3, 0.6, 0.9)
self.instfgc, self.instbgc = (0.1, 0.1, 0.5, 0.9), (0.5, 0.9, 0.9, 0.8)
self.instbkwidth, self.instbkheight = 480, 400
bmplen = (self.instbkwidth / 8) * self.instbkheight
self.instbkbmp = (ctypes.c_ubyte * bmplen)(*([255] * bmplen))
self.ticktimer, self.tick, self.insttimer, self.inst = 0.5, 0.0, 30, 1
self.printing, self.solver = 1, deque()
self.stat = [None, 0, Queue.Queue(512)] # (key(1-9), direc), count, queue
self.cmax, self.tanim = 18, [6, 3, 1, 3] # frames in rotate moving, speeds
self.tcos, self.tsin = [1.0] * (self.cmax + 1), [0.0] * (self.cmax + 1)
for i in xrange(1, self.cmax):
t = i * math.pi / (2.0 * self.cmax) # 0 < t < pi/2
self.tcos[i], self.tsin[i] = math.cos(t), math.sin(t)
self.tcos[self.cmax], self.tsin[self.cmax] = 0.0, 1.0 # pi/2 regulation
self.InitRot()
self.InitAxis()
self.InitGL(self.width, self.height)
self.textures = [None] * (len(self.ary_norm) * 2 + 1 + len(TEXIMG_CHAR))
self.loading, self.dat = 0, [('', 0, 0)] * len(self.textures)
resource.add_font(FONT_FILE)
self.font = font.load(FONT_FACE, 20)
self.fontcolor = (0.5, 0.8, 0.5, 0.9)
self.fps_display = clock.ClockDisplay(font=self.font, color=self.fontcolor)
self.fps_pos = (-60.0, 30.0, -60.0)
clock.set_fps_limit(60)
clock.schedule_interval(self.update, 1.0 / 60.0)
示例9: test_sprite
def test_sprite(self):
w = pyglet.window.Window(width=320, height=320)
image = Image2d.load(ball_png)
ball = Sprite(0, 0, 64, 64, image)
view = FlatView(0, 0, 320, 320, sprites=[ball])
w.push_handlers(view.camera)
dx, dy = (10, 5)
clock.set_fps_limit(30)
while not w.has_exit:
clock.tick()
w.dispatch_events()
# move, check bounds
ball.x += dx; ball.y += dy
if ball.left < 0: ball.left = 0; dx = -dx
elif ball.right > w.width: ball.right = w.width; dx = -dx
if ball.bottom < 0: ball.bottom = 0; dy = -dy
elif ball.top > w.height: ball.top = w.height; dy = -dy
# keep our focus in the middle of the window
view.fx = w.width/2
view.fy = w.height/2
view.clear()
view.draw()
w.flip()
w.close()
示例10: test_limit_fps
def test_limit_fps(self):
"""
Test that the clock effectively limits the
frames per second to 60 Hz when set to.
Because the fps are bounded, we expect a small error (1%)
from the expected value.
"""
ticks = 20
fps_limit = 60
expected_delta_time = ticks*1./fps_limit
clock.set_fps_limit(fps_limit)
t1 = time.time()
# Initializes the timer state.
clock.tick()
for i in range(ticks):
clock.tick()
t2 = time.time()
computed_time_delta = t2 - t1
self.assertAlmostEqual(computed_time_delta,
expected_delta_time,
delta=0.01*expected_delta_time)
示例11: main_loop
def main_loop(self):
clock.set_fps_limit(self.update_fps)
while not self.has_exit:
self.dispatch_events()
self.update_cells()
self.draw_grid()
clock.tick()
self.flip()
示例12: __init__
def __init__(self):
self.win = pyglet.window.Window(resizable=True, vsync=True)
self.camera = Camera(self.win, zoom=10)
self.setup_GL()
self._setup_win_handlers()
self.network = Network()
self.world = World(self.network)
self.hud = Hud(self)
clock.set_fps_limit(60)
示例13: __init__
def __init__(self):
self.world = World()
self.win = pyglet.window.Window(fullscreen=True, vsync=True)
for i in dir(self):
if i.startswith('on_'):
setattr(self.win, i, getattr(self, i))
self.camera = Camera(self.win, zoom=100.0)
self.hud = Hud(self.win)
clock.set_fps_limit(60)
示例14: test_fps_limit
def test_fps_limit(self):
clock.set_default(clock.Clock())
clock.set_fps_limit(20)
self.assertTrue(clock.get_fps() == 0)
t1 = time.time()
clock.tick() # One to get it going
for i in range(20):
clock.tick()
t2 = time.time()
self.assertTrue(abs((t2 - t1) - 1.) < 0.05)
示例15: test_multisample
def test_multisample(self):
self.set_window()
self.angle = 0
clock.set_fps_limit(30)
while not self.win.has_exit:
dt = clock.tick()
self.angle += dt
self.render()
self.win.flip()
self.win.dispatch_events()
self.win.close()