/* * 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; /** * For fixed-step game loop, a certain amount of real time has elapsed since the * last turn of the game loop. This is how much game time need to be simulated for * the game’s “now” to catch up with the player’s. */ public class FixedStepGameLoop extends GameLoop { /** * 20 ms per frame = 50 FPS. */ private static final long MS_PER_FRAME = 20; @Override protected void processGameLoop() { var previousTime = System.currentTimeMillis(); var lag = 0L; while (isGameRunning()) { var currentTime = System.currentTimeMillis(); var elapsedTime = currentTime - previousTime; previousTime = currentTime; lag += elapsedTime; processInput(); while (lag >= MS_PER_FRAME) { update(); lag -= MS_PER_FRAME; } render(); } } protected void update() { controller.moveBullet(0.5f * MS_PER_FRAME / 1000); } }