Azureyjt 3ccc9baa1a 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
2019-11-16 14:40:23 +02:00

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);
}
}