Ajout du controle des fps et d'un système de contrebalance de latence
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@ -44,22 +44,66 @@ class Engine:
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self.settings_manager.get_sound_global_master_volume(),
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self.settings_manager.get_sound_global_master_volume(),
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self.settings_manager.get_sound_master_volume())
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self.settings_manager.get_sound_master_volume())
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self.global_latency = 0
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self.last_latency = []
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self.latency_precision = self.settings_manager.latency_precision
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def loop(self):
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def loop(self):
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"""Fonction à lancer au début du programme et qui va lancer les updates dans une boucle.
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"""Fonction à lancer au début du programme et qui va lancer les updates dans une boucle.
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Attend jusqu'à la fin du jeu."""
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Attend jusqu'à la fin du jeu."""
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self.running = True
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self.running = True
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delta = 1. # Le delta est le temps depuis la dernière image
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self.start_time = time.time()
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last_time = time.time_ns()/10E8
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self.frames = 0
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while self.running:
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self.update(delta)
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new_time = time.time_ns()/10E8
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# Initialisation ddes valeurs de delta et de last_time
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delta = 1. # Le delta est le temps depuis la dernière image
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last_time = time.time()
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latency = 0
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while self.running:
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refresh_rate = self.settings_manager.get_refresh_rate()
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if refresh_rate == -1: # Pas de limite, vers l'infini et l'au-delà !!!
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self.update(delta)
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new_time = time.time()
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delta = new_time - last_time
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last_time = new_time
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else:
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while time.time() < last_time + 1 / refresh_rate - self.global_latency:
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pass
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new_time = time.time()
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delta = new_time-last_time
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delta = new_time-last_time
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last_time = new_time
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last_time = new_time
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self.update(delta)
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latency = delta - 1/refresh_rate
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if not latency > self.global_latency * 100 or self.global_latency == 0 or self.settings_manager.get_refresh_rate() != refresh_rate: # Impossible que le jeu prenne autant de retard, on skip cette latence dans le calcul, l'utilisateur a surement cliquer hors de la fenêtre
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if len(self.last_latency) < self.latency_precision:
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self.last_latency.append(latency)
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else:
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self.last_latency.pop(0)
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self.last_latency.append(latency)
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n = 0
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for i in self.last_latency:
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n += i
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self.global_latency = n/len(self.last_latency)
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def update(self, delta: float):
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def update(self, delta: float):
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self.frames += 1
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if time.time() > 50 + self.start_time:
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print(self.frames/50)
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exit()
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"""Fonction qui regroupe toutes les updates des composants. Elle permet de mettre à jour le jeu quand on
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"""Fonction qui regroupe toutes les updates des composants. Elle permet de mettre à jour le jeu quand on
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l'appelle."""
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l'appelle."""
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self.camera.update(delta, self.settings_manager.get_zoom())
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self.camera.update(delta, self.settings_manager.get_zoom())
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@ -1,5 +1,7 @@
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class SettingsManager:
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class SettingsManager:
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def __init__(self, default_master_volume: float, default_zoom: float) -> None:
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def __init__(self, default_master_volume: float, default_zoom: float) -> None:
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self.refresh_rate = 200
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self.latency_precision = 100 # Nombre de valeurs de latence stocké (Pour faire la moyenne)
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self.master_volume = default_master_volume
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self.master_volume = default_master_volume
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self.sound_master_volume = 100
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self.sound_master_volume = 100
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self.music_master_volume = 100
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self.music_master_volume = 100
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@ -7,6 +9,9 @@ class SettingsManager:
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self.zoom = default_zoom
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self.zoom = default_zoom
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def get_refresh_rate(self):
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return self.refresh_rate
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def get_zoom(self):
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def get_zoom(self):
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return self.zoom
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return self.zoom
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