mirror of
https://github.com/tiennm99/java-design-patterns.git
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0ca162a55c
* 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
91 lines
3.0 KiB
Java
91 lines
3.0 KiB
Java
/*
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* This project is licensed under the MIT license. Module model-view-viewmodel is using ZK framework licensed under LGPL (see lgpl-3.0.txt).
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*
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* The MIT License
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* Copyright © 2014-2022 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.gameloop;
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import java.security.SecureRandom;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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/** Abstract class for GameLoop implementation class. */
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public abstract class GameLoop {
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protected final Logger logger = LoggerFactory.getLogger(this.getClass());
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protected volatile GameStatus status;
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protected final GameController controller;
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/** Initialize game status to be stopped. */
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protected GameLoop() {
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controller = new GameController();
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status = GameStatus.STOPPED;
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}
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/** Run game loop. */
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public void run() {
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status = GameStatus.RUNNING;
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Thread gameThread = new Thread(this::processGameLoop);
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gameThread.start();
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}
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/** Stop game loop. */
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public void stop() {
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status = GameStatus.STOPPED;
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}
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/**
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* Check if game is running or not.
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*
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* @return {@code true} if the game is running.
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*/
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public boolean isGameRunning() {
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return status == GameStatus.RUNNING;
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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 simulate the situation
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* in real-life game, here we add a random time lag. The time lag ranges from 50 ms to 250 ms.
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*/
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protected void processInput() {
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try {
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var lag = new SecureRandom().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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/* Clean up whatever needs to be handled before interrupting */
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Thread.currentThread().interrupt();
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}
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}
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/** Render game frames to screen. Here we print bullet position to simulate this process. */
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protected void render() {
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var position = controller.getBulletPosition();
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logger.info("Current bullet position: {}", position);
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}
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/** execute game loop logic. */
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protected abstract void processGameLoop();
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}
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