Digging in a few places[1
<http://gamedev.stackexchange.com/questions/1589/when-should-i-use-a-fixed-or-variable-time-step>
][2 <http://www.koonsolo.com/news/dewitters-gameloop/>][3
<https://pythonhosted.org/pyglet/programming_guide/dispatching_events_manually.html>],
one potential solution could be to use your own event loop. Here's an
example borrowing from dewitters that with a little tweaking might help:
import pyglet
from pyglet.window import key
class example(pyglet.window.Window):
def __init__(self):
super(example, self).__init__(640, 480, resizable=False, fullscreen=
False, caption="Test")
self.clear()
self.box = pyglet.image.load('sprite.png').get_texture()
self.x = 0
self.y = 0
self.max_fps = 5
self.fps = 25
self.skip_ticks = 1000 / self.fps
self.interpolation = 0.0
self.GetTickCount = pyglet.clock.tick()
self.next_game_tick = self.GetTickCount
self.fps_display = pyglet.clock.ClockDisplay()
def update(self):
while not self.has_exit:
dt = pyglet.clock.tick()
self.GetTickCount += dt
loops = 0
while (self.GetTickCount > self.next_game_tick and loops < self.
max_fps):
#update stuff
self.next_game_tick += self.skip_ticks
loops += 1
self.interpolation = float(self.GetTickCount + self.skip_ticks -
self.next_game_tick) / float(self.skip_ticks)
self.draw()
self.dispatch_events()
def draw(self):
self.clear()
self.box.blit(self.x,self.y)
self.fps_display.draw()
self.flip()
def on_key_press(self,symbol,modifiers):
if symbol == key.ESCAPE:
self.close()
if __name__ == '__main__':
window = example()
window.update()
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