153 lines
3.8 KiB
Python
153 lines
3.8 KiB
Python
"""
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Benchmark: Moving Entities Performance Test
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This benchmark measures McRogueFace's performance with 50 randomly moving
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entities on a 100x100 grid.
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Expected results:
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- Should maintain 60 FPS
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- Entity render time should be <3ms
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- Grid render time will be higher due to constant updates (no dirty flag benefit)
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Usage:
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./build/mcrogueface --exec tests/benchmark_moving_entities.py
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Press F3 to toggle performance overlay
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Press ESC to exit
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"""
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import mcrfpy
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import sys
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import random
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# Create the benchmark scene
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mcrfpy.createScene("benchmark")
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mcrfpy.setScene("benchmark")
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# Get scene UI
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ui = mcrfpy.sceneUI("benchmark")
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# Create a 100x100 grid
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grid = mcrfpy.Grid(
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grid_size=(100, 100),
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pos=(0, 0),
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size=(1024, 768)
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)
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# Simple floor pattern
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for x in range(100):
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for y in range(100):
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cell = grid.at((x, y))
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cell.tilesprite = 0
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cell.color = (40, 40, 40, 255)
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# Create 50 entities with random positions and velocities
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entities = []
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ENTITY_COUNT = 50
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for i in range(ENTITY_COUNT):
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entity = mcrfpy.Entity(
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grid_pos=(random.randint(0, 99), random.randint(0, 99)),
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sprite_index=random.randint(10, 20) # Use varied sprites
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)
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# Give each entity a random velocity
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entity.velocity_x = random.uniform(-0.5, 0.5)
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entity.velocity_y = random.uniform(-0.5, 0.5)
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grid.entities.append(entity)
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entities.append(entity)
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ui.append(grid)
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# Instructions caption
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instructions = mcrfpy.Caption(
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text=f"Moving Entities Benchmark ({ENTITY_COUNT} entities)\n"
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"Press F3 for performance overlay\n"
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"Press ESC to exit\n"
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"Goal: 60 FPS with entities moving",
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pos=(10, 10),
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fill_color=(255, 255, 0, 255)
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)
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ui.append(instructions)
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# Benchmark info
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print("=" * 60)
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print("MOVING ENTITIES BENCHMARK")
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print("=" * 60)
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print(f"Entity count: {ENTITY_COUNT}")
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print("Grid size: 100x100 cells")
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print("Expected FPS: 60")
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print("")
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print("Entities move randomly and bounce off walls.")
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print("This tests entity rendering performance and position updates.")
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print("")
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print("Press F3 in-game to see real-time performance metrics.")
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print("=" * 60)
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# Exit handler
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def handle_key(key, state):
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if key == "Escape" and state:
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print("\nBenchmark ended by user")
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sys.exit(0)
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mcrfpy.keypressScene(handle_key)
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# Update entity positions
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def update_entities(ms):
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dt = ms / 1000.0 # Convert to seconds
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for entity in entities:
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# Update position
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new_x = entity.x + entity.velocity_x
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new_y = entity.y + entity.velocity_y
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# Bounce off walls
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if new_x < 0 or new_x >= 100:
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entity.velocity_x = -entity.velocity_x
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new_x = max(0, min(99, new_x))
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if new_y < 0 or new_y >= 100:
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entity.velocity_y = -entity.velocity_y
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new_y = max(0, min(99, new_y))
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# Update entity position
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entity.x = new_x
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entity.y = new_y
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# Run movement update every frame (16ms)
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mcrfpy.setTimer("movement", update_entities, 16)
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# Benchmark statistics
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frame_count = 0
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start_time = None
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def benchmark_timer(ms):
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global frame_count, start_time
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if start_time is None:
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import time
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start_time = time.time()
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frame_count += 1
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# After 10 seconds, print summary
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import time
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elapsed = time.time() - start_time
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if elapsed >= 10.0:
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print("\n" + "=" * 60)
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print("BENCHMARK COMPLETE")
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print("=" * 60)
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print(f"Frames rendered: {frame_count}")
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print(f"Time elapsed: {elapsed:.2f}s")
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print(f"Average FPS: {frame_count / elapsed:.1f}")
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print(f"Entities: {ENTITY_COUNT}")
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print("")
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print("Check profiler overlay (F3) for detailed timing breakdown.")
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print("Entity render time and total frame time are key metrics.")
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print("=" * 60)
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# Don't exit - let user review
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mcrfpy.setTimer("benchmark", benchmark_timer, 100)
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