/* * 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.updatemethod; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** * This pattern simulate a collection of independent objects by telling each to * process one frame of behavior at a time. The game world maintains a collection * of objects. Each object implements an update method that simulates one frame of * the object’s behavior. Each frame, the game updates every object in the collection. */ public class App { private static final Logger LOGGER = LoggerFactory.getLogger(App.class); private static final int GAME_RUNNING_TIME = 2000; /** * Program entry point. * @param args runtime arguments */ public static void main(String[] args) { try { var world = new World(); var skeleton1 = new Skeleton(1, 10); var skeleton2 = new Skeleton(2, 70); var statue = new Statue(3, 20); world.addEntity(skeleton1); world.addEntity(skeleton2); world.addEntity(statue); world.run(); Thread.sleep(GAME_RUNNING_TIME); world.stop(); } catch (InterruptedException e) { LOGGER.error(e.getMessage()); } } }