Beispiel #1
0
import pygame

pygame.init()
pygame.display.set_mode((800, 600), pygame.OPENGL | pygame.DOUBLEBUF)
rabbyt.set_viewport((800, 600))
rabbyt.set_default_attribs()

sprites = []

r = lambda: random.random() - .5

for i in range(400):
    s = rabbyt.Sprite(shape=(-2, 2, 2, -2))

    s.x = wrap([-400, 400],
               lerp(r() * 800, r() * 800, dt=4, extend="extrapolate"))
    s.y = wrap([-300, 300],
               lerp(r() * 600, r() * 600, dt=4, extend="extrapolate"))

    sprites.append(s)

collision_times = []
c = pygame.time.Clock()
last_fps = 0
while not pygame.event.get(pygame.QUIT):
    c.tick()
    if pygame.time.get_ticks() - last_fps > 1000:
        print "FPS: ", c.get_fps()
        last_fps = pygame.time.get_ticks()
        if collision_times:
            average = sum(collision_times) / len(collision_times)
Beispiel #2
0
pygame.init()
pygame.display.set_mode((640, 480), pygame.OPENGL | pygame.DOUBLEBUF)
rabbyt.set_viewport((640, 480))
rabbyt.set_default_attribs()

sprites = []

r = lambda: random.random() - .5

for i in range(2400):
    s = rabbyt.Sprite("rounded_square.png")
    s.rgba = lerp((.5, .2, 1, .2), (0, .8, 0, .6),
                  dt=3 * r() + 2,
                  extend="reverse")

    s.x = wrap([-320, 320],
               lerp(r() * 640, r() * 640, dt=2, extend="extrapolate"))
    s.y = wrap([-240, 240],
               lerp(r() * 480, r() * 480, dt=2, extend="extrapolate"))

    s.scale = lerp(.1, 1, dt=r() + .75, extend="reverse")

    s.rot = lerp(0, 360, dt=2, extend="extrapolate")

    sprites.append(s)

print "Drawing 2400 sprites..."

c = pygame.time.Clock()
last_fps = 0
while not pygame.event.get(pygame.QUIT):
    c.tick()
Beispiel #3
0
import pygame

pygame.init()
pygame.display.set_mode((800,600), pygame.OPENGL | pygame.DOUBLEBUF)
rabbyt.set_viewport((800, 600))
rabbyt.set_default_attribs()


sprites = []

r = lambda: random.random()-.5

for i in range(400):
    s = rabbyt.Sprite(shape=(-2,2,2,-2))

    s.x = wrap([-400,400], lerp(r()*800, r()*800, dt=4, extend="extrapolate"))
    s.y = wrap([-300,300], lerp(r()*600, r()*600, dt=4, extend="extrapolate"))

    sprites.append(s)

collision_times = []
c = pygame.time.Clock()
last_fps = 0
while not pygame.event.get(pygame.QUIT):
    c.tick()
    if pygame.time.get_ticks() - last_fps > 1000:
        print "FPS: ", c.get_fps()
        last_fps = pygame.time.get_ticks()
        if collision_times:
            average = sum(collision_times)/len(collision_times)
            print "Average ms to find collisions:", average