📄 variabletimestepgame.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.
*/
// $Id: VariableTimestepGame.java 4091 2009-01-21 19:01:20Z joshua.j.ellen $
package com.jme.app;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.jme.input.InputSystem;
import com.jme.util.Timer;
import com.jme.system.GameSettings;
/**
* A game that tracks time between frames.
* <p>
* This is identical to {@link BaseGame} except that it also maintains a timer
* which is used to pass frame timing information to the render and update
* methods. This is useful if a game needs to execute a different amount of
* logic based upon the elapsed time.
*
* @author Eric Woroshow
* @version $Revision: 4091 $, $Date: 2009-01-22 03:01:20 +0800 (星期四, 22 一月 2009) $
*/
public abstract class VariableTimestepGame extends AbstractGame {
private static final Logger logger = Logger
.getLogger(VariableTimestepGame.class.getName());
//Timing stuff
private Timer timer;
private float frametime;
/**
* <code>getFramesPerSecond</code> gets the current frame rate.
*
* @return the current number of frames rendering per second
*/
public float getFramesPerSecond() {
return 1 / frametime;
}
/**
* <code>updateTime</code> calculates the start and stop time of the
* frame.
*/
private void updateTime() {
timer.update();
frametime = timer.getTimePerFrame();
}
/**
* Renders and updates logic as fast as possible, but keeps track of time
* elapsed between frames.
*/
public final void start() {
logger.info("Application started.");
try {
getAttributes();
initSystem();
assertDisplayCreated();
timer = Timer.getTimer();
initGame();
//main loop
while (!finished && !display.isClosing()) {
//determine time elapsed since last frame
updateTime();
//handle input events prior to updating the scene
// - some applications may want to put this into update of the game state
InputSystem.update();
//update game state, pass amount of elapsed time
update(frametime);
//render, do not use interpolation parameter
render(-1.0f);
//swap buffers
display.getRenderer().displayBackBuffer();
Thread.yield();
}
} catch (Throwable t) {
logger.logp(Level.SEVERE, this.getClass().toString(), "start()", "Exception in game loop", t);
} finally {
cleanup();
}
logger.info("Application ending.");
if (display != null) {
display.reset();
}
quit();
}
/**
* Quits the program abruptly using <code>System.exit</code>.
*
* @see AbstractGame#quit()
*/
protected void quit() {
if (display != null) {
display.close();
}
System.exit(0);
}
/**
* @param deltaTime
* the time elapsed since the last frame, in seconds
* @see AbstractGame#update(float interpolation)
*/
protected abstract void update(float deltaTime);
/**
* @param interpolation
* unused in this implementation
* @see AbstractGame#render(float interpolation)
*/
protected abstract void render(float interpolation);
/**
* @see AbstractGame#initSystem()
*/
protected abstract void initSystem();
/**
* @see AbstractGame#initGame()
*/
protected abstract void initGame();
/**
* @see AbstractGame#reinit()
*/
protected abstract void reinit();
/**
* @see AbstractGame#cleanup()
*/
protected abstract void cleanup();
/**
* TODO: Implement
* @see AbstractGame#getNewSettings
*/
protected GameSettings getNewSettings() {
return null;
}
}
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