📄 gamestate.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* 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 'jMonkeyEngine' 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 com.jmex.game.state;
/**
* A GameState is used to encapsulate a certain state of a game, e.g. "ingame" or
* "main menu".
* <p>
* A GameState can be attached to a GameStateNode, forming a tree structure
* similar to jME's scenegraph.
* <p>
* It contains two important methods: update(float) and render(float),
* which gets called by the parent GameStateNode, e.g. the GameStateManager.
*
* @see GameStateManager
* @see GameStateNode
* @see BasicGameState
* @see CameraGameState
*
* @author Per Thulin
*/
public abstract class GameState {
/** The name of this GameState. */
protected String name;
/** Flags whether or not this GameState should be processed. */
protected boolean active;
/** GameState's parent, or null if it has none (is the root node). */
protected GameStateNode parent;
/**
* Gets called every frame before render(float) by the parent
* <code>GameStateNode</code>.
*
* @param tpf The elapsed time since last frame.
*/
public abstract void update(float tpf);
/**
* Gets called every frame after update(float) by the
* <code>GameStateManager</code>.
*
* @param tpf The elapsed time since last frame.
*/
public abstract void render(float tpf);
/**
* Gets performed when cleanup is called on a parent GameStateNode (e.g.
* the GameStateManager).
*/
public abstract void cleanup();
/**
* Sets whether or not you want this GameState to be updated and rendered.
*
* @param active
* Whether or not you want this GameState to be updated and rendered.
*/
public void setActive(boolean active) {
this.active = active;
}
/**
* Returns whether or not this GameState is updated and rendered.
*
* @return Whether or not this GameState is updated and rendered.
*/
public boolean isActive() {
return active;
}
/**
* Returns the name of this GameState.
*
* @return The name of this GameState.
*/
public String getName() {
return name;
}
/**
* Sets the name of this GameState.
*
* @param name The new name of this GameState.
*/
public void setName(String name) {
this.name = name;
}
/**
* Sets the parent of this node. <b>The user should never touch this method,
* instead use the attachChild method of the wanted parent.</b>
*
* @param parent The parent of this GameState.
*/
public void setParent(GameStateNode parent) {
this.parent = parent;
}
/**
* Retrieves the parent of this GameState. If the parent is null, this is
* the root node.
*
* @return The parent of this node.
*/
public GameStateNode getParent() {
return parent;
}
}
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