[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] p4a animation lag



Good info, I'll move the clock tick to the main loop and see what that
gets me. Thanks for the tip.


On Fri, Dec 30, 2011 at 5:46 PM, Ian Mallett <geometrian@xxxxxxxxx> wrote:
> On Fri, Dec 30, 2011 at 8:00 AM, Sean Wolfe <ether.joe@xxxxxxxxx> wrote:
>>
>> Don't have to click for every frame, it will run the whole list of
>> frames on a single mousebuttondown.
>
> That wasn't really my point; graphics is only being drawn when the user
> clicks.  Generally input and graphics are disassociated.  I see that this
> way allows you to only redraw when you need to, but it's a bad idea in
> general.
>
> However, given that this *is* your desired behavior, I suspect the actual
> problem to be with the clock.tick calls.  When passed a framerate argument,
> the clock will attempt to average over a certain number of time samples to
> get a proper framerate.  You're only ever calling tick when there's a mouse
> event, so the average will get screwed up.  Also, it's set to 10fps, which
> is kinda low.
>
> Ian



-- 
A musician must make music, an artist must paint, a poet must write,
if he is to be ultimately at peace with himself.
- Abraham Maslow