First example code checked in!
This commit is contained in:
parent
400251cd7d
commit
5b0894e44b
|
@ -0,0 +1,172 @@
|
|||
/*
|
||||
* Copyright (c) 2002 Light Weight Java Game Library Project
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are
|
||||
* met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
*
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* * Neither the name of 'Light Weight Java Game Library' nor the names of
|
||||
* its contributors may be used to endorse or promote products derived
|
||||
* from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
package org.lwjgl.examples;
|
||||
|
||||
import org.lwjgl.Sys;
|
||||
import org.lwjgl.input.Keyboard;
|
||||
import org.lwjgl.openal.AL;
|
||||
import org.lwjgl.opengl.GL11;
|
||||
import org.lwjgl.opengl.Window;
|
||||
|
||||
/**
|
||||
* $Id$
|
||||
*
|
||||
* This is a <em>very basic</em> skeleton to init a game and run it.
|
||||
*
|
||||
* @author $Author$
|
||||
* @version $Revision$
|
||||
*/
|
||||
public class Game {
|
||||
|
||||
/** Game title */
|
||||
public static final String GAME_TITLE = "My Game";
|
||||
|
||||
/** Desired frame time */
|
||||
private static final float FRAMETIME = 1.0f / 60.0f;
|
||||
|
||||
/** Exit the game */
|
||||
private static boolean finished;
|
||||
|
||||
/**
|
||||
* No constructor needed - this class is static
|
||||
*/
|
||||
private Game() {}
|
||||
|
||||
/**
|
||||
* Application init
|
||||
* @param args Commandline args
|
||||
*/
|
||||
public static void main(String[] args) {
|
||||
try {
|
||||
init();
|
||||
run();
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace(System.err);
|
||||
Sys.alert(GAME_TITLE, "An error occured and the game will exit.");
|
||||
} finally {
|
||||
cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialise the game
|
||||
* @throws Exception if init fails
|
||||
*/
|
||||
private static void init() throws Exception {
|
||||
// Create a fullscreen window with 1:1 orthographic 2D projection, and with
|
||||
// mouse, keyboard, and gamepad inputs.
|
||||
Window.create(GAME_TITLE);
|
||||
|
||||
// Enable vsync if we can
|
||||
Window.setVSyncEnabled(true);
|
||||
|
||||
// Start up the sound system
|
||||
AL.create();
|
||||
|
||||
// TODO: Load in your textures etc here
|
||||
}
|
||||
|
||||
/**
|
||||
* Runs the game (the "main loop")
|
||||
*/
|
||||
private static void run() {
|
||||
while (!finished) {
|
||||
// Always call Window.update(), all the time
|
||||
Window.update();
|
||||
|
||||
if (Window.isCloseRequested()) {
|
||||
// Check for O/S close requests
|
||||
finished = true;
|
||||
} else if (Window.isActive()) {
|
||||
// The window is in the foreground, so we should play the game
|
||||
long timeThen = Sys.getTime();
|
||||
logic();
|
||||
render();
|
||||
// Stabilise the framerate if we haven't got vsync
|
||||
if (!Window.isVSyncEnabled()) {
|
||||
long timeNow = Sys.getTime();
|
||||
while ((float) (timeNow - timeThen) / (float) Sys.getTimerResolution() < FRAMETIME) {
|
||||
// This is a system-friendly way of allowing other stuff to use CPU if it wants to
|
||||
Thread.yield();
|
||||
timeNow = Sys.getTime();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// The window is not in the foreground, so we can allow other stuff to run and
|
||||
// infrequently update
|
||||
try {
|
||||
Thread.sleep(100);
|
||||
} catch (InterruptedException e) {
|
||||
}
|
||||
logic();
|
||||
if (Window.isVisible() || Window.isDirty()) {
|
||||
// Only bother rendering if the window is visible or dirty
|
||||
render();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Do any game-specific cleanup
|
||||
*/
|
||||
private static void cleanup() {
|
||||
// TODO: save anything you want to disk here
|
||||
|
||||
// Stop the sound
|
||||
AL.destroy();
|
||||
|
||||
// Close the window
|
||||
Window.destroy();
|
||||
}
|
||||
|
||||
/**
|
||||
* Do all calculations, handle input, etc.
|
||||
*/
|
||||
private static void logic() {
|
||||
// Example input handler: we'll check for the ESC key and finish the game instantly when it's pressed
|
||||
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
|
||||
finished = true;
|
||||
}
|
||||
// TODO: all your game logic goes here.
|
||||
}
|
||||
|
||||
/**
|
||||
* Render the current frame
|
||||
*/
|
||||
private static void render() {
|
||||
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
|
||||
// TODO: all your rendering goes here
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue