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#! /usr/bin/env python
import pygame
from pygame.locals import *
from boxes import BouncingBox
from time import time
from NewScene import Scene
from DrawableObject import DrawableObject
from DynamicDrawableObject2 import DynamicDrawableObject
pygame.init()
FRAME=500
screenWidth = 600
screenHeight = 400
numImages = 1
maxTrial = 5 # multiple trials, but hard coded in this test
dirtyList=[]
print "width,height",
print screenWidth,
print ",",
print screenHeight
screen = pygame.display.set_mode( [int(screenWidth),
int(screenHeight)] ) #Screen Set 600x400
pygame.display.set_caption("Sprite Speed Test Window")
GREEN = 0, 192, 0 # green
background = pygame.image.load("Room.gif")
screen.blit(background,[0,0])
pygame.display.flip()
start = time()
frameList = [
pygame.image.load("./art/BMP24/1.bmp").convert(),
pygame.image.load("./art/BMP24/2.bmp").convert(),
pygame.image.load("./art/BMP24/3.bmp").convert(),
pygame.image.load("./art/BMP24/4.bmp").convert(),
pygame.image.load("./art/BMP24/5.bmp").convert(),
pygame.image.load("./art/BMP24/6.bmp").convert(),
pygame.image.load("./art/BMP24/7.bmp").convert(),
pygame.image.load("./art/BMP24/8.bmp").convert(),
pygame.image.load("./art/BMP24/9.bmp").convert(),
]
frameList2 = [
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/1.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/2.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/3.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/4.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/5.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/6.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/7.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/8.bmp").convert(),
pygame.image.load("./Animation Styles/IndividualFrames/bmp16/a2/9.bmp").convert(),
]
for aTrial in range(maxTrial):
start = time()
d = DynamicDrawableObject(frameList2,"text.txt",1,0,0,1,1)
d.goToAnim("anim1")
d2 = DynamicDrawableObject(frameList2,"text.txt",1,40,40,1,1)
d2.goToAnim("anim1")
d3 = DynamicDrawableObject(frameList2,"text.txt",1,80,80,1,1)
d3.goToAnim("anim1")
d4 = DynamicDrawableObject(frameList2,"text.txt",1,120,120,1,1)
d4.goToAnim("anim1")
d5 = DynamicDrawableObject(frameList2,"text.txt",1,160,160,1,1)
d5.goToAnim("anim1")
group1=Scene(d)
group1.addObjects([d2])
group1.addObjects([d3])
group1.addObjects([d4])
group1.addObjects([d5])
groups=[group1]
print (time()-start) ,
print " -- Time to load"
clock = pygame.time.Clock()
clock.tick()
start = time()
for frame in range(FRAME):
dirtyList=[]
for image in range(numImages):
#move / collision detection
groups[image].update(clock.get_time())
clock.tick()
#individually blit each image group - add to list for update
dirtyList.extend(groups[image].draw(screen))
#draw the images flip/update
pygame.display.update(dirtyList)
for image in range(numImages):
groups[image].clear(screen, background)
#print 1/((time()-start)/FRAME)
pygame.display.flip()
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