我是使用Pyglet的新手,我写了一个小程序,可以在屏幕上移动一个球。现在我很难建立 60 fps 的稳定帧速率。虽然 Pyglet 应该与我的显示器的 60Hz 刷新率同步,但 Pyglet 将我的 fps 设置为刷新率的一半(例如,当 60Hz、30 fps 时)。我的代码中是否有导致此问题的错误?
import pyglet
import physicalobject
import random
from pyglet.window import mouse
pyglet.resource.path = ['./resources']
pyglet.resource.reindex()
ball_image = pyglet.resource.image("ball2.png")
#sets clock format
fps_display = pyglet.clock.ClockDisplay(format='%(fps).2f fps')
def center_image(image):
image.anchor_x = image.width/2
image.anchor_y = image.height/2
center_image(ball_image)
ball = physicalobject.PhysicalObject(img=ball_image, x = 400, y = 300)
ball.scale = .2
ball.velocity_x = random.randint(-4,4)*150
ball.velocity_y = random.randint(-4,4)*150
#Calls update function to set new ball position based on velocity
def update(dt):
ball.update(dt)
@window.event
def on_mouse_drag(x, y, dx, dy, button, modifiers):
ball.x = x
ball.y = y
ball.velocity_x = dx * 20
ball.velocity_y = dy * 20
@window.event
def on_draw():
window.clear()
ball.draw()
fps_display.draw()
def main():
pyglet.clock.schedule_interval(update, 1/120.0)
pyglet.app.run()
if __name__ == '__main__':
main()
Pyglet 在某些系统上根本无法正确处理它,您必须禁用应用程序窗口的 vsync 才能使其工作。 下面是一个示例脚本,您可以运行该脚本来了解其工作原理:
import pyglet
# Show FPS
fps = pyglet.clock.ClockDisplay()
# The game window
class Window(pyglet.window.Window):
def __init__(self):
super(Window, self).__init__(vsync = False)
# Run "self.update" 128 frames a second and set FPS limit to 128.
pyglet.clock.schedule_interval(self.update, 1.0/128.0)
pyglet.clock.set_fps_limit(128)
# You need the dt argument there to prevent errors,
# it does nothing as far as I know.
def update(self, dt):
pass
def on_draw(self):
pyglet.clock.tick() # Make sure you tick the clock!
self.clear()
fps.draw()
# Create a window and run
win = Window()
pyglet.app.run()
import pyglet
from time import time, sleep
class Window(pyglet.window.Window):
def __init__(self, refreshrate):
super(Window, self).__init__(vsync = False)
self.frames = 0
self.framerate = pyglet.text.Label(text='Unknown', font_name='Verdana', font_size=8, x=10, y=10, color=(255,255,255,255))
self.last = time()
self.alive = 1
self.refreshrate = refreshrate
def on_draw(self):
self.render()
def render(self):
self.clear()
if time() - self.last >= 1:
self.framerate.text = str(self.frames)
self.frames = 0
self.last = time()
else:
self.frames += 1
self.framerate.draw()
self.flip()
def on_close(self):
self.alive = 0
def run(self):
while self.alive:
self.render()
event = self.dispatch_events()
sleep(1.0/self.refreshrate)
win = Window(23) # set the fps
win.run()
请注意缺少时钟功能。另外,请尝试设置vsync = True
并删除sleep(1.0/self.refreshrate)
,这将锁定显示器的刷新率。
另外,请注意,我不使用 pyglet.app.run()
来锁定渲染过程,而是调用self.dispatch_events()
..除了让图形"轮询"并继续前进之外,它实际上什么都不做。 pyglet 等待轮询发生,pyglet.app.run()
通常这样做。