/* * 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 java.util.ArrayList; import java.util.List; import java.util.Random; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** * The game world class. Maintain all the objects existed in the game frames. */ public class World { private static final Logger LOGGER = LoggerFactory.getLogger(World.class); protected List entities; protected volatile boolean isRunning; public World() { entities = new ArrayList<>(); isRunning = false; } /** * Main game loop. This loop will always run until the game is over. For * each loop it will process user input, update internal status, and render * the next frames. For more detail please refer to the game-loop pattern. */ private void gameLoop() { while (isRunning) { processInput(); update(); render(); } } /** * 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. */ private void processInput() { try { int lag = new Random().nextInt(200) + 50; Thread.sleep(lag); } catch (InterruptedException e) { LOGGER.error(e.getMessage()); } } /** * Update internal status. The update method pattern invoke udpate method for * each entity in the game. */ private void update() { for (var entity : entities) { entity.update(); } } /** * Render the next frame. Here we do nothing since it is not related to the * pattern. */ private void render() { } /** * Run game loop. */ public void run() { LOGGER.info("Start game."); isRunning = true; var thread = new Thread(this::gameLoop); thread.start(); } /** * Stop game loop. */ public void stop() { LOGGER.info("Stop game."); isRunning = false; } public void addEntity(Entity entity) { entities.add(entity); } }