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java-design-patterns/game-loop/src/main/java/com/iluwatar/gameloop/FrameBasedGameLoop.java

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