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Update Method pattern (#1106)
* Add update method pattern * Add unit tests * Add README.md * Resolve conflict
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/*
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* The MIT License
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* Copyright © 2014-2019 Ilkka Seppälä
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.iluwatar.updatemethod;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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/**
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* The game world class. Maintain all the objects existed in the game frames.
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*/
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public class World {
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private static final Logger LOGGER = LoggerFactory.getLogger(World.class);
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protected List<Entity> entities;
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protected volatile boolean isRunning;
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public World() {
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entities = new ArrayList<>();
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isRunning = false;
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}
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/**
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* Main game loop. This loop will always run until the game is over. For
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* each loop it will process user input, update internal status, and render
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* the next frames. For more detail please refer to the game-loop pattern.
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*/
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private void gameLoop() {
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while (isRunning) {
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processInput();
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update();
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render();
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}
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}
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/**
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* Handle any user input that has happened since the last call. In order to
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* simulate the situation in real-life game, here we add a random time lag.
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* The time lag ranges from 50 ms to 250 ms.
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*/
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private void processInput() {
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try {
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int lag = new Random().nextInt(200) + 50;
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Thread.sleep(lag);
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} catch (InterruptedException e) {
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LOGGER.error(e.getMessage());
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}
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}
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/**
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* Update internal status. The update method pattern invoke udpate method for
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* each entity in the game.
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*/
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private void update() {
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for (var entity : entities) {
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entity.update();
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}
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}
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/**
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* Render the next frame. Here we do nothing since it is not related to the
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* pattern.
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*/
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private void render() {}
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/**
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* Run game loop.
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*/
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public void run() {
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LOGGER.info("Start game.");
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isRunning = true;
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var thread = new Thread(this::gameLoop);
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thread.start();
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}
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/**
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* Stop game loop.
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*/
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public void stop() {
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LOGGER.info("Stop game.");
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isRunning = false;
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}
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public void addEntity(Entity entity) {
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entities.add(entity);
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}
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}
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