/* * 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; /** * The variable-step game loop chooses a time step to advance based on how much * real time passed since the last frame. The longer the frame takes, the bigger * steps the game takes. It always keeps up with real time because it will take * bigger and bigger steps to get there. */ public class VariableStepGameLoop extends GameLoop { @Override protected void processGameLoop() { var lastFrameTime = System.currentTimeMillis(); while (isGameRunning()) { processInput(); var currentFrameTime = System.currentTimeMillis(); var elapsedTime = currentFrameTime - lastFrameTime; update(elapsedTime); lastFrameTime = currentFrameTime; render(); } } protected void update(Long elapsedTime) { controller.moveBullet(0.5f * elapsedTime / 1000); } }