deps: Refactor dependencies (#3224)

* remove spring dep
move junit, logging, mockito under dep mgmt

* upgrade anti-corruption-layer deps

* async method invocation

* balking, bloc

* bridge to bytecode

* caching

* callback - cqrs

* component - health check

* hexagonal - metadata mapping

* rest of the patterns

* remove checkstyle, take spotless into use
This commit is contained in:
Ilkka Seppälä
2025-03-29 19:34:27 +02:00
committed by GitHub
parent 371439aeaa
commit 0ca162a55c
1863 changed files with 14408 additions and 17637 deletions
@@ -25,12 +25,11 @@
package com.iluwatar.gameloop;
/**
* Frame-based game loop is the easiest implementation. The loop always keeps spinning
* for the following three processes: processInput, update and render. The problem with
* it is you have no control over how fast the game runs. On a fast machine, that loop
* will spin so fast users wont be able to see whats going on. On a slow machine, the
* game will crawl. If you have a part of the game thats content-heavy or does more AI
* or physics, the game will actually play slower there.
* Frame-based game loop is the easiest implementation. The loop always keeps spinning for the
* following three processes: processInput, update and render. The problem with it is you have no
* control over how fast the game runs. On a fast machine, that loop will spin so fast users wont
* be able to see whats going on. On a slow machine, the game will crawl. If you have a part of the
* game thats content-heavy or does more AI or physics, the game will actually play slower there.
*/
public class FrameBasedGameLoop extends GameLoop {
@@ -44,11 +43,10 @@ public class FrameBasedGameLoop extends GameLoop {
}
/**
* Each time when update() is invoked, a new frame is created, and the bullet will be
* moved 0.5f away from the current position.
* Each time when update() is invoked, a new frame is created, and the bullet will be moved 0.5f
* away from the current position.
*/
protected void update() {
controller.moveBullet(0.5f);
}
}