def run(self): """Run the game through a loop""" running = 1 frames = 0 counter = 0 lastFrame = pyui.readTimer() endFrame = pyui.readTimer() while running: pyui.draw() if pyui.update(): interval = pyui.readTimer() - endFrame endFrame = pyui.readTimer() else: running = 0 # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame print 'FPS: %2d' % (FPS)
def _guiUpdate(reactor, delay): pyui.draw() if pyui.update() == 0: pyui.quit() reactor.stop() else: reactor.callLater(delay, _guiUpdate, reactor, delay)
def run(self): running = 1 frames = 0 counter = 0 lastFrame = pyui.readTimer() endFrame = pyui.readTimer() while running: pyui.draw() if pyui.update(): interval = pyui.readTimer() - endFrame self.world.update(interval) endFrame = pyui.readTimer() else: running = 0 # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame print "FPS: %2d" % (FPS)
def run(self): """I am called to begin the running of the game. """ running = 1 frames = 0 counter = 0 lastFrame = pyui.readTimer() endFrame = pyui.readTimer() while running: pyui.draw() if pyui.update(): interval = pyui.readTimer() - endFrame endFrame = pyui.readTimer() if self.world.update(interval) == 0: running = 0 else: running = 0 # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame print "FPS: %2d mobiles: %d statics: %d " % (FPS, len(self.world.mobiles), len(self.world.immobiles) )
def run(): done = 1 frame = 0 t = time.time() import testopt opts = testopt.parseCommandLine(800, 600, "dx") pyui.init(*opts) # w = pyui.widgets.ViewWindow(10, 10, 400, 300) # w.pack() terrainDetails = CreateTestTerrainDetails() terrain = PyUnseen.createTerrainRegion(terrainDetails) # will take dictionary of stuff rootWorld = PyUnseen.getRootWorld() PyUnseen.addToWorld(rootWorld, terrain) # just like any other object cameraPos = (-10, 6, -10) cameraDir = (45, -45, 0) view1 = PyUnseen.createView(rootWorld) # will also take zMin, zMax? PyUnseen.setCameraParameters(view1, cameraPos, cameraDir) rootView = PyUnseen.getRootView() PyUnseen.setCameraParameters(rootView, cameraPos, cameraDir) while done: pyui.draw() done = pyui.update() print "done" pyui.quit()
def run(self): running = 1 frames = 0 counter = 0 lastFrame = pyui.readTimer() endFrame = pyui.readTimer() while running: pyui.draw() if pyui.update(): interval = pyui.readTimer() - endFrame self.world.update(interval) endFrame = pyui.readTimer() else: running = 0 # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame print "FPS: %2d" % (FPS )
def testMove(self): v = pyui.viewer.Viewer(100,100,self) for i in range(0,100,5): v.moveto(i, i) pyui.draw() pyui.update() v.destroy()
def run(self): counter = 0 while counter < 20: pyui.draw() pyui.update() counter = counter + 1 print counter
def run(): done = 1 frame = 0 t = time.time() import testopt opts = testopt.parseCommandLine(640, 480) pyui.init(*opts) g = app() while done: pyui.draw() now = int(time.time()) if now != t: print frame frame = 0 t = now frame = frame + 1 done = pyui.update() print "done X" g.cleanup() pyui.quit() print "quit."
def _guiUpdate(reactor, delay): pyui.draw() if pyui.update() == 0: pyui.quit() reactor.stop() else: reactor.callLater(delay, _guiUpdate, reactor, delay)
def run(self): """I am called to begin running the game. """ running = 1 frames = 0 counter = 0 lastFrame = pyui.readTimer() endFrame = pyui.readTimer() while running: pyui.draw() if pyui.update(): interval = pyui.readTimer() - endFrame endFrame = pyui.readTimer() if self.client.update(interval) == 0: running = 0 else: running = 0 # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame print "FPS: %2d" % (FPS ) time.sleep(0.03)
def run(self): """I am called to begin the running of the game. """ running = 1 frames = 0 counter = 0 lastFrame = pyui.readTimer() endFrame = pyui.readTimer() while running: pyui.draw() if pyui.update(): interval = pyui.readTimer() - endFrame endFrame = pyui.readTimer() if self.world.update(interval) == 0: running = 0 else: running = 0 # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame print "FPS: %2d mobiles: %d statics: %d " % ( FPS, len(self.world.mobiles), len(self.world.immobiles))
def testResize(self): b = pyui.widgets.Button("test") v = pyui.viewer.Viewer(100,100,b) for i in range(350,400,10): v.resize(i, i) pyui.draw() pyui.update() v.destroy()
def runMe(self): if not getDesktop().running: sys.exit() pyui.update() pyui.draw() self.frame = self.frame + 1 now = time.time() if now - self.last >= 1: self.last = now print "FPS: %d" % self.frame self.frame = 0
def runMe(self): if not getDesktop().running: sys.exit() pyui.update() pyui.draw() self.frame = self.frame + 1 now = time.time() if now - self.last >= 1: self.last = now print "FPS: %d" % self.frame self.frame = 0
def run(): """The main game loop.""" done = 1 global sx, sy pyui.init(sx, sy, "p3d") #pyui.core.setTheme(pyui.theme.uglyTheme()) g = game() while done: pyui.draw() done = pyui.update() pyui.quit()
def run(self): self.running = 1 not_done = 1 pyui.init(800, 600, fullscreen=1) for wrapper in wrappers: wrapper.prod() while not_done: pyui.draw() not_done = pyui.update() pyui.quit()
def run(self): self.running = 1 not_done = 1 pyui.init(800, 600, fullscreen=1) for wrapper in wrappers: wrapper.prod() while not_done: pyui.draw() not_done = pyui.update() pyui.quit()
def run(self): """Run the game through a loop""" running = 1 frames = 0 counter = 0 lastFrame = time.time() endFrame = time.time() delaySec = 0.0 while running: pyui.draw() if pyui.update(): if self.intervalValue == 0: interval = time.time() - endFrame else: interval = self.intervalValue endFrame = time.time() if self.game.update(interval) == 0: running = 0 else: running = 0 time.sleep(delaySec) # track frames per second frames += 1 counter += 1 # calculate FPS if endFrame - lastFrame > 1.0: FPS = counter counter = 0 lastFrame = endFrame self.log.info('FPS: %2d, INTERVAL: %s' % (FPS, interval)) if FPS > self.desiredFPS: if delaySec == 0 or (FPS - self.desiredFPS) > 10: delaySec = (1.0 / self.desiredFPS - 1.0 / FPS) else: delaySec *= 1.05 elif FPS < self.desiredFPS: if delaySec > 0.001: delaySec /= 2 else: delaySec = 0 #print "delaySec: ",delaySec if self.game.mode and running == 1: self.game.mode.onKey()
def run(): done = 1 frame = 0 t = time.time() import testopt opts = testopt.parseCommandLine(800, 600) pyui.init(*opts) w = pyui.widgets.WorldWindow(50, 50, 400, 400) w.pack() while done: pyui.draw() done = pyui.update() print "done" pyui.quit()
dbpool = adbapi.ConnectionPool("pyPgSQL.PgSQL", database="sean", host="localhost", port=5432) reflector = sqlreflector.SQLReflector(dbpool, [IdentityRow, PerspectiveRow]) reflector._transPopulateSchema(None) # make sure we can be shut down on windows. main.addTimeout(tick, 0.5) # create the boat frame w = pyui.boat.BoatReflectorFrame(reflector, 0,0,790, 570) # run the main loop last = 0 frame = 0 try: while pyui.update(): pyui.draw() main.iterate() frame += 1 now = time.time() if now - last > 2: print "FPS: ", int(frame/2) frame=0 last=now except: print "ERROR:" traceback.print_exc() # done. quit now. pyui.quit() reactor.stop() main.iterate()