# Py2Play # Copyright (C) 2001-2002 Jean-Baptiste LAMY # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA import time, thread ROUND_DURATION = 0.030 MIN_FRAME_DURATION = 0.020 SPEED = 1.0 IDLER = None STOPPED = 0 PLAYING = 1 class Idler: def __init__(self): self.next_round_tasks = [] self.fps = 0.0 self.state = STOPPED global IDLER IDLER = self print "* Py2Play * IDLER created !" def start(self): thread.start_new_thread(self.idle, ()) def stop (self,*args): self.state = STOPPED self.return_values = args def idle(self, state = PLAYING): self.state = state self.time = last_fps_computation_time = time.time() self.time_since_last_round = 0.0 #thread.start_new_thread(self._staller, ()) self.begin_round() # import profile # self.advance_time(1.0) # self.end_round() # for i in range(100): # self.begin_round() # self.advance_time(1.0) # self.end_round() # self.render() # profile.Profile.bias = 1.0e-05 # profile.run(""" # from py2play.idler import IDLER # for i in range(10): # IDLER.begin_round() # IDLER.advance_time(1.0) # IDLER.end_round() # IDLER.render() # """) while self.state >= PLAYING: nb_frame = 0 while (self.state >= PLAYING) and (nb_frame < 80): nb_frame = nb_frame + 1 while 1: # Sleep until at least MIN_FRAME_DURATION second has passed since the last frame current = time.time() delta = (current - self.time) * SPEED if delta > MIN_FRAME_DURATION * SPEED: break time.sleep(MIN_FRAME_DURATION * SPEED - delta) self.time = current while self.time_since_last_round + delta > ROUND_DURATION: # Start a new frame spent_time = ROUND_DURATION - self.time_since_last_round self.advance_time(spent_time / ROUND_DURATION) # Complete the previous round self.end_round() # Ends the previous round self.begin_round() # Prepare the following round #if self.next_round_tasks: # for task in self.next_round_tasks: task() # self.next_round_tasks = [] while self.next_round_tasks: task = self.next_round_tasks.pop() task() delta = delta - spent_time self.time_since_last_round = 0 self.advance_time(delta / ROUND_DURATION) # start the current round self.time_since_last_round = self.time_since_last_round + delta self.render() current = time.time() self.fps = nb_frame / (current - last_fps_computation_time) last_fps_computation_time = current import py2play.player as player, py2play.level as level player.CURRENT_PLAYER.end_game() level.clear() return self.return_values def begin_round (self): pass def end_round (self): pass def advance_time(self, proportion): pass def render (self): pass def accel(self, nb_round): print "accel", nb_round self.time -= nb_round * ROUND_DURATION def end_game(self, *args): self.stop(*args) def _staller(self): import py2play.player as player, py2play.action as action queue = player.CURRENT_PLAYER.queue while self.state >= PLAYING: last_action = queue.actions[-1] time.sleep(ROUND_DURATION * 2.0) if queue.actions[-1] is last_action: while (self.state >= PLAYING) and (queue.actions[-1] is last_action): # Stalled !!! if last_action.action != action.ACTION_STALLED: print "stalled..." last_action = action.Action(action.ACTION_STALLED) queue.append(last_action) time.sleep(ROUND_DURATION) print "ok !"