/* * This project is licensed under the MIT license. Module model-view-viewmodel is using ZK framework licensed under LGPL (see lgpl-3.0.txt). * * The MIT License * Copyright © 2014-2022 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; import java.security.SecureRandom; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** Abstract class for GameLoop implementation class. */ public abstract class GameLoop { protected final Logger logger = LoggerFactory.getLogger(this.getClass()); protected volatile GameStatus status; protected final GameController controller; /** Initialize game status to be stopped. */ protected GameLoop() { controller = new GameController(); status = GameStatus.STOPPED; } /** Run game loop. */ public void run() { status = GameStatus.RUNNING; Thread gameThread = new Thread(this::processGameLoop); gameThread.start(); } /** Stop game loop. */ public void stop() { status = GameStatus.STOPPED; } /** * Check if game is running or not. * * @return {@code true} if the game is running. */ public boolean isGameRunning() { return status == GameStatus.RUNNING; } /** * Handle any user input that has happened since the last call. In order to simulate the situation * in real-life game, here we add a random time lag. The time lag ranges from 50 ms to 250 ms. */ protected void processInput() { try { var lag = new SecureRandom().nextInt(200) + 50; Thread.sleep(lag); } catch (InterruptedException e) { logger.error(e.getMessage()); /* Clean up whatever needs to be handled before interrupting */ Thread.currentThread().interrupt(); } } /** Render game frames to screen. Here we print bullet position to simulate this process. */ protected void render() { var position = controller.getBulletPosition(); logger.info("Current bullet position: {}", position); } /** execute game loop logic. */ protected abstract void processGameLoop(); }