Mercurial > touhou
annotate pytouhou/ui/gamerunner.pyx @ 612:73f134f84c7f
Request a RGB888 context, since SDL2’s default of RGB332 sucks.
On X11/GLX, it will select the first config available, that is the best
one, while on EGL it will iterate over them to select the one closest
to what the application requested.
Of course, anything lower than RGB888 looks bad and we really don’t
want that.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 26 Mar 2015 20:20:37 +0100 |
parents | 3c2f96f1d715 |
children | a6af3ff86612 |
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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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 void set_input(self, replay=None) except *: |
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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 void set_renderer_size(self, long width, long height) except *: |
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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 void start(self) except *: |
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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 |
592
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111 cdef void capture(self) except *: |
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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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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) |
549
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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 |