Game Loop Pattern (#1083)
* Add game loop module * Add game loop module * Fix merge issue * Implement game loop module * Implement game loop module * Implement time based game loop * implement VariableStepGameLoop * Implement FixedStepGameLoop * Add UT * Add Unit tests * Fix checkstyle issues * Add README.md * Fix code review issues * Fix code review issues * update README.md
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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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* For fixed-step game loop, a certain amount of real time has elapsed since the
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* last turn of the game loop. This is how much game time need to be simulated for
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* the game’s “now” to catch up with the player’s.
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*/
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public class FixedStepGameLoop extends GameLoop {
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/**
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* 20 ms per frame = 50 FPS.
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*/
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private static final long MS_PER_FRAME = 20;
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@Override
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protected void processGameLoop() {
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var previousTime = System.currentTimeMillis();
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var lag = 0L;
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while (isGameRunning()) {
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var currentTime = System.currentTimeMillis();
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var elapsedTime = currentTime - previousTime;
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previousTime = currentTime;
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lag += elapsedTime;
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processInput();
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while (lag >= MS_PER_FRAME) {
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update();
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lag -= MS_PER_FRAME;
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}
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render();
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}
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}
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protected void update() {
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controller.moveBullet(0.5f * MS_PER_FRAME / 1000);
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}
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}
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