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"""
Moving Sprite Stress Test
Simple program to test how fast we can draw sprites that are moving
Artwork from http://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.stress_test_draw_moving
"""
import arcade
import random
import os
import timeit
import time
import collections
import pyglet
# --- Constants ---
SPRITE_SCALING_COIN = 0.09
SPRITE_SCALING_PLAYER = 0.5
SPRITE_NATIVE_SIZE = 128
SPRITE_SIZE = int(SPRITE_NATIVE_SIZE * SPRITE_SCALING_COIN)
COIN_COUNT_INCREMENT = 500
STOP_COUNT = 12000
RESULTS_FILE = "stress_test_collision_arcade.csv"
SCREEN_WIDTH = 1800
SCREEN_HEIGHT = 1000
SCREEN_TITLE = "Moving Sprite Stress Test"
class FPSCounter:
def __init__(self):
self.time = time.perf_counter()
self.frame_times = collections.deque(maxlen=60)
def tick(self):
t1 = time.perf_counter()
dt = t1 - self.time
self.time = t1
self.frame_times.append(dt)
def get_fps(self):
total_time = sum(self.frame_times)
if total_time == 0:
return 0
else:
return len(self.frame_times) / sum(self.frame_times)
class MyGame(arcade.Window):
""" Our custom Window Class"""
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Variables that will hold sprite lists
self.coin_list = None
self.player_list = None
self.player = None
self.processing_time = 0
self.draw_time = 0
self.program_start_time = timeit.default_timer()
self.sprite_count_list = []
self.fps_list = []
self.processing_time_list = []
self.drawing_time_list = []
self.last_fps_reading = 0
self.fps = FPSCounter()
arcade.set_background_color(arcade.color.AMAZON)
# Open file to save timings
self.results_file = open(RESULTS_FILE, "w")
def add_coins(self):
# Create the coins
for i in range(COIN_COUNT_INCREMENT):
# Create the coin instance
# Coin image from kenney.nl
coin = arcade.Sprite("../images/coin_01.png", SPRITE_SCALING_COIN)
# Position the coin
coin.center_x = random.randrange(SPRITE_SIZE, SCREEN_WIDTH - SPRITE_SIZE)
coin.center_y = random.randrange(SPRITE_SIZE, SCREEN_HEIGHT - SPRITE_SIZE)
# Add the coin to the lists
self.coin_list.append(coin)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.coin_list = arcade.SpriteList(use_spatial_hash=False)
self.player_list = arcade.SpriteList()
self.player = arcade.Sprite("../images/character.png", SPRITE_SCALING_PLAYER)
self.player.center_x = random.randrange(SCREEN_WIDTH)
self.player.center_y = random.randrange(SCREEN_HEIGHT)
self.player.change_x = 3
self.player.change_y = 5
self.player_list.append(self.player)
def on_draw(self):
""" Draw everything """
# Start timing how long this takes
draw_start_time = timeit.default_timer()
arcade.start_render()
self.coin_list.draw()
self.player_list.draw()
# Display info on sprites
output = f"Sprite count: {len(self.coin_list):,}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 20, arcade.color.BLACK, 16)
# Display timings
output = f"Processing time: {self.processing_time:.3f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 40, arcade.color.BLACK, 16)
output = f"Drawing time: {self.draw_time:.3f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 60, arcade.color.BLACK, 16)
fps = self.fps.get_fps()
output = f"FPS: {fps:3.0f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 80, arcade.color.BLACK, 16)
self.draw_time = timeit.default_timer() - draw_start_time
self.fps.tick()
def update(self, delta_time):
# Start update timer
start_time = timeit.default_timer()
self.player_list.update()
if self.player.center_x < 0 and self.player.change_x < 0:
self.player.change_x *= -1
if self.player.center_y < 0 and self.player.change_y < 0:
self.player.change_y *= -1
if self.player.center_x > SCREEN_WIDTH and self.player.change_x > 0:
self.player.change_x *= -1
if self.player.center_y > SCREEN_HEIGHT and self.player.change_y > 0:
self.player.change_y *= -1
coin_hit_list = arcade.check_for_collision_with_list(self.player, self.coin_list)
for coin in coin_hit_list:
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(SCREEN_HEIGHT)
# Save the time it took to do this.
self.processing_time = timeit.default_timer() - start_time
# Total time program has been running
total_program_time = int(timeit.default_timer() - self.program_start_time)
# Print out stats, or add more sprites
if total_program_time > self.last_fps_reading:
self.last_fps_reading = total_program_time
# It takes the program a while to "warm up", so the first
# few seconds our readings will be off. So wait some time
# before taking readings
if total_program_time > 5:
# We want the program to run for a while before taking
# timing measurements. We don't want the time it takes
# to add new sprites to be part of that measurement. So
# make sure we have a clear second of nothing but
# running the sprites, and not adding the sprites.
if total_program_time % 2 == 1:
output = f"{total_program_time}, {len(self.coin_list)}, {self.fps.get_fps():.1f}, {self.processing_time:.4f}, {self.draw_time:.4f}\n"
print(output, end="")
self.results_file.write(output)
if len(self.coin_list) >= STOP_COUNT:
pyglet.app.exit()
return
# Take timings
print(f"{total_program_time}, {len(self.coin_list)}, {self.fps.get_fps():.1f}, {self.processing_time:.4f}, {self.draw_time:.4f}")
self.sprite_count_list.append(len(self.coin_list))
self.fps_list.append(round(self.fps.get_fps(), 1))
self.processing_time_list.append(self.processing_time)
self.drawing_time_list.append(self.draw_time)
# Now add the coins
self.add_coins()
def main():
""" Main method """
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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