Files
java-design-patterns/game-loop/src/main/java/com/iluwatar/gameloop/GameLoop.java
T
Ilkka Seppälä 0ca162a55c deps: Refactor dependencies (#3224)
* 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
2025-03-29 19:34:27 +02:00

91 lines
3.0 KiB
Java

/*
* 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();
}