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java-design-patterns/update-method/src/main/java/com/iluwatar/updatemethod/World.java
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Ilkka Seppälä 932836f68b Update license plugin (#2020)
* update license plugin

* suppress linelength and emptylineseparator rules

* fix checkstyle error

Co-authored-by: Subhrodip Mohanta <hello@subho.xyz>
2022-09-14 23:22:24 +05:30

117 lines
3.2 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.updatemethod;
import java.security.SecureRandom;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import lombok.extern.slf4j.Slf4j;
/**
* The game world class. Maintain all the objects existed in the game frames.
*/
@Slf4j
public class World {
protected List<Entity> 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 SecureRandom().nextInt(200) + 50;
Thread.sleep(lag);
} catch (InterruptedException e) {
LOGGER.error(e.getMessage());
Thread.currentThread().interrupt();
}
}
/**
* 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() {
// Does Nothing
}
/**
* 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);
}
}