Bump engine submodule.
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2
engine
2
engine
@ -1 +1 @@
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Subproject commit 65b25c8be37aff5ab94c1c0b5a1410afa8a87f2b
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Subproject commit 026ead0b33d1655a10f83d24ed2cb387b7ebcc43
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15
game/game.py
15
game/game.py
@ -48,7 +48,9 @@ def main():
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print("Done: ", round(gen_end - gen_begin, 2), "seconds")
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print("Done: ", round(gen_end - gen_begin, 2), "seconds")
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print("Initializing...")
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print("Initializing...")
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window = initialize(b'RK Island', 1600, 900)
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display = create_display(b'RK Island', 1600, 900)
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events = create_events(display)
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render_initialize()
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terrain_shader = shader.load('terrain', 'common')
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terrain_shader = shader.load('terrain', 'common')
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tests_shader = shader.load('tests', 'common')
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tests_shader = shader.load('tests', 'common')
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sky_shader = shader.load('sky')
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sky_shader = shader.load('sky')
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@ -163,7 +165,7 @@ def main():
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draw_max = 0.0
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draw_max = 0.0
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draw_avg = 0.0
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draw_avg = 0.0
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perf_count = 0
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perf_count = 0
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events = buffer(Event, 16)
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events_buffer = buffer(Event, 16)
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try:
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try:
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for frame in range(10000):
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for frame in range(10000):
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current_time = time.monotonic() - start_time
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current_time = time.monotonic() - start_time
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@ -226,6 +228,7 @@ def main():
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frame_end = time.thread_time()
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frame_end = time.thread_time()
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end_frame()
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end_frame()
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swap_buffers(display)
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if frame > 0:
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if frame > 0:
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draw_ms = draw_end - draw_begin
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draw_ms = draw_end - draw_begin
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@ -240,10 +243,10 @@ def main():
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stop = False
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stop = False
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while True:
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while True:
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nevents = consume_events(events, len(events))
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nevents = consume_events(events, events_buffer, len(events_buffer))
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if not nevents:
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if not nevents:
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break
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break
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for event in events[:nevents]:
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for event in events_buffer[:nevents]:
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if event.type == EVENT_FOCUS_IN:
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if event.type == EVENT_FOCUS_IN:
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print("EVENT_FOCUS_IN")
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print("EVENT_FOCUS_IN")
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elif event.type == EVENT_FOCUS_OUT:
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elif event.type == EVENT_FOCUS_OUT:
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@ -294,4 +297,6 @@ def main():
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destroy_shader(terrain_shader)
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destroy_shader(terrain_shader)
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destroy_shader(tests_shader)
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destroy_shader(tests_shader)
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destroy_shader(sky_shader)
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destroy_shader(sky_shader)
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terminate()
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render_terminate()
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destroy_events(display, events)
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destroy_display(display)
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