54 lines
2.0 KiB
Java
54 lines
2.0 KiB
Java
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/*
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* The MIT License
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* Copyright © 2014-2019 Ilkka Seppälä
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.iluwatar.gameloop;
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/**
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* Frame-based game loop is the easiest implementation. The loop always keeps spinning
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* for the following three processes: processInput, update and render. The problem with
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* it is you have no control over how fast the game runs. On a fast machine, that loop
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* will spin so fast users won’t be able to see what’s going on. On a slow machine, the
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* game will crawl. If you have a part of the game that’s content-heavy or does more AI
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* or physics, the game will actually play slower there.
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*/
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public class FrameBasedGameLoop extends GameLoop {
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@Override
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protected void processGameLoop() {
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while (isGameRunning()) {
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processInput();
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update();
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render();
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}
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}
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/**
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* Each time when update() is invoked, a new frame is created, and the bullet will be
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* moved 0.5f away from the current position.
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*/
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protected void update() {
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controller.moveBullet(0.5f);
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}
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}
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