* 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
52 lines
1.9 KiB
Java
52 lines
1.9 KiB
Java
/*
|
|
* 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);
|
|
}
|
|
|
|
}
|