Mercurial > touhou
annotate pytouhou/ui/gamerunner.pyx @ 634:5270c34b4c00
Use the number of cores available for parallel compilation, instead of an hardcoded 4 threads.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 09 Jul 2015 22:18:30 +0100 |
parents | a6af3ff86612 |
children | 80687f258001 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 cimport cython |
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16 |
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17 from pytouhou.lib cimport sdl |
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18 |
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19 from .window cimport Window, Runner |
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20 from .music import BGMPlayer, SFXPlayer |
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21 from pytouhou.game.game cimport Game |
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22 from pytouhou.game.music cimport MusicPlayer |
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23 |
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24 |
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25 cdef class GameRunner(Runner): |
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26 cdef object background, con, resource_loader, keys, replay_level, common |
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27 cdef Game game |
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28 cdef Window window |
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29 cdef list save_keystates |
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Make the window resizable, and scale its content correctly.
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30 cdef bint skip |
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31 |
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32 # Since we want to support multiple renderers, don’t specify its type. |
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33 #TODO: find a way to still specify its interface. |
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34 cdef object renderer |
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35 |
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36 def __init__(self, Window window, renderer, common, resource_loader, |
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37 bint skip=False, con=None): |
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38 self.renderer = renderer |
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39 self.common = common |
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40 self.resource_loader = resource_loader |
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41 |
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42 self.window = window |
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43 self.replay_level = None |
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44 self.skip = skip |
486 | 45 self.con = con |
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46 |
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47 self.width = common.interface.width |
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48 self.height = common.interface.height |
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49 |
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50 |
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51 def load_game(self, Game game, background=None, bgms=None, replay=None, |
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52 save_keystates=None): |
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53 self.game = game |
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54 self.background = background |
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55 |
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56 if self.renderer is not None: |
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57 self.renderer.load_textures(self.resource_loader.instanced_anms) |
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58 self.renderer.load_background(background) |
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59 |
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60 self.set_input(replay) |
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61 if replay and replay.levels[game.stage - 1]: |
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62 game.players[0].lives = self.replay_level.lives |
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63 game.players[0].power = self.replay_level.power |
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64 game.players[0].bombs = self.replay_level.bombs |
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65 game.difficulty = self.replay_level.difficulty |
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66 |
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67 self.save_keystates = save_keystates |
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68 |
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69 null_player = MusicPlayer() |
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70 if bgms is not None: |
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71 game.music = BGMPlayer(self.resource_loader, bgms) |
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72 game.music.play(0) |
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73 else: |
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74 game.music = null_player |
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75 |
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76 game.sfx_player = SFXPlayer(self.resource_loader) if not self.skip else null_player |
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77 |
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78 |
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79 cdef bint set_input(self, replay=None) except True: |
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80 if not replay or not replay.levels[self.game.stage-1]: |
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81 self.replay_level = None |
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82 else: |
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83 self.replay_level = replay.levels[self.game.stage-1] |
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84 self.keys = self.replay_level.iter_keystates() |
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85 |
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86 |
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87 @cython.cdivision(True) |
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88 cdef bint set_renderer_size(self, long width, long height) except True: |
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89 if self.renderer is not None: |
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90 runner_width = float(self.width) |
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91 runner_height = float(self.height) |
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92 |
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93 scale = min(width / runner_width, |
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94 height / runner_height) |
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95 |
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96 new_width = <long>(runner_width * scale) |
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97 new_height = <long>(runner_height * scale) |
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98 |
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99 x = (width - new_width) // 2 |
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100 y = (height - new_height) // 2 |
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101 |
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102 self.renderer.size = x, y, new_width, new_height |
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103 |
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104 |
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105 cdef bint start(self) except True: |
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106 if self.renderer is not None: |
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107 self.set_renderer_size(self.width, self.height) |
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108 self.renderer.start(self.common) |
370
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109 |
131
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Use Cython, improve performances!
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110 |
617
a6af3ff86612
Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.
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111 cdef bint capture(self) except True: |
592
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112 if self.renderer is not None: |
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113 filename = 'screenshot/frame%06d.ppm' % self.game.frame |
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114 self.renderer.capture(filename, self.width, self.height) |
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115 |
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116 |
606
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Fix compilation under Cython 0.22, by making the pyx and the pxd declarations’ except clause similar.
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117 cpdef bint update(self, bint render) except -1: |
458
1b56d62250ab
Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.
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118 cdef long keystate |
592
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119 capture = False |
458
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120 |
508
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121 if self.background is not None: |
151
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122 self.background.update(self.game.frame) |
418
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123 for event in sdl.poll_events(): |
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124 type_ = event[0] |
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125 if type_ == sdl.KEYDOWN: |
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126 scancode = event[1] |
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127 if scancode == sdl.SCANCODE_ESCAPE: |
422
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128 return False #TODO: implement the pause. |
592
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129 elif scancode == sdl.SCANCODE_P or scancode == sdl.SCANCODE_HOME: |
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130 capture = True |
418
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131 elif type_ == sdl.QUIT: |
422
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132 return False |
464
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133 elif type_ == sdl.WINDOWEVENT: |
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134 event_ = event[1] |
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135 if event_ == sdl.WINDOWEVENT_RESIZED: |
503
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136 self.set_renderer_size(event[2], event[3]) |
508
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137 if self.window is not None: |
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138 self.window.set_size(event[2], event[3]) |
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139 if self.replay_level is None: |
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140 #TODO: allow user settings |
538
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Don’t retrieve the keyboard_state pointer at each frame.
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141 keys = sdl.keyboard_state |
508
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142 keystate = 0 |
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143 if keys[sdl.SCANCODE_Z]: |
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144 keystate |= 1 |
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145 if keys[sdl.SCANCODE_X]: |
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146 keystate |= 2 |
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147 if keys[sdl.SCANCODE_LSHIFT]: |
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148 keystate |= 4 |
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149 if keys[sdl.SCANCODE_UP]: |
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150 keystate |= 16 |
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151 if keys[sdl.SCANCODE_DOWN]: |
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152 keystate |= 32 |
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153 if keys[sdl.SCANCODE_LEFT]: |
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154 keystate |= 64 |
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155 if keys[sdl.SCANCODE_RIGHT]: |
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156 keystate |= 128 |
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157 if keys[sdl.SCANCODE_LCTRL]: |
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158 keystate |= 256 |
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159 else: |
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160 try: |
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161 keystate = self.keys.next() |
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162 except StopIteration: |
187
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163 keystate = 0 |
508
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164 if self.skip: |
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165 self.set_input() |
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166 self.skip = False |
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167 self.game.sfx_player = SFXPlayer(self.resource_loader) |
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168 |
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169 if self.save_keystates is not None: |
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170 self.save_keystates.append(keystate) |
187
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171 |
508
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172 if self.con is not None: |
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173 self.con.run_iter(self.game, keystate) |
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174 else: |
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175 self.game.run_iter([keystate]) |
373
6deab6ad8be8
Add the ability to save a replay.
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176 |
549
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177 labels = self.game.interface.labels |
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178 if self.window is not None and 'framerate' in labels: |
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179 labels['framerate'].set_text('%.2ffps' % self.window.get_fps()) |
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180 |
594
12756994a92c
Make frameskip actually skip the rendering part, not just the buffer swap.
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181 if render and not self.skip and self.renderer is not None: |
503
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182 self.renderer.render(self.game) |
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183 |
592
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184 if capture: |
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185 self.capture() |
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186 |
422
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187 return True |