First example code checked in!
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/*
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* Copyright (c) 2002 Light Weight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.examples;
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import org.lwjgl.Sys;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.openal.AL;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.Window;
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/**
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* $Id$
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*
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* This is a <em>very basic</em> skeleton to init a game and run it.
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*
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* @author $Author$
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* @version $Revision$
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*/
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public class Game {
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/** Game title */
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public static final String GAME_TITLE = "My Game";
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/** Desired frame time */
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private static final float FRAMETIME = 1.0f / 60.0f;
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/** Exit the game */
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private static boolean finished;
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/**
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* No constructor needed - this class is static
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*/
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private Game() {}
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/**
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* Application init
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* @param args Commandline args
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*/
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public static void main(String[] args) {
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try {
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init();
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run();
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} catch (Exception e) {
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e.printStackTrace(System.err);
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Sys.alert(GAME_TITLE, "An error occured and the game will exit.");
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} finally {
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cleanup();
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}
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}
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/**
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* Initialise the game
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* @throws Exception if init fails
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*/
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private static void init() throws Exception {
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// Create a fullscreen window with 1:1 orthographic 2D projection, and with
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// mouse, keyboard, and gamepad inputs.
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Window.create(GAME_TITLE);
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// Enable vsync if we can
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Window.setVSyncEnabled(true);
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// Start up the sound system
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AL.create();
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// TODO: Load in your textures etc here
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}
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/**
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* Runs the game (the "main loop")
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*/
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private static void run() {
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while (!finished) {
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// Always call Window.update(), all the time
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Window.update();
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if (Window.isCloseRequested()) {
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// Check for O/S close requests
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finished = true;
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} else if (Window.isActive()) {
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// The window is in the foreground, so we should play the game
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long timeThen = Sys.getTime();
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logic();
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render();
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// Stabilise the framerate if we haven't got vsync
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if (!Window.isVSyncEnabled()) {
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long timeNow = Sys.getTime();
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while ((float) (timeNow - timeThen) / (float) Sys.getTimerResolution() < FRAMETIME) {
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// This is a system-friendly way of allowing other stuff to use CPU if it wants to
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Thread.yield();
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timeNow = Sys.getTime();
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}
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}
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} else {
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// The window is not in the foreground, so we can allow other stuff to run and
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// infrequently update
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try {
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Thread.sleep(100);
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} catch (InterruptedException e) {
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}
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logic();
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if (Window.isVisible() || Window.isDirty()) {
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// Only bother rendering if the window is visible or dirty
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render();
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}
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}
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}
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}
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/**
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* Do any game-specific cleanup
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*/
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private static void cleanup() {
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// TODO: save anything you want to disk here
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// Stop the sound
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AL.destroy();
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// Close the window
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Window.destroy();
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}
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/**
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* Do all calculations, handle input, etc.
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*/
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private static void logic() {
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// Example input handler: we'll check for the ESC key and finish the game instantly when it's pressed
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if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
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finished = true;
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}
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// TODO: all your game logic goes here.
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}
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/**
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* Render the current frame
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*/
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private static void render() {
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
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// TODO: all your rendering goes here
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}
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}
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