/* * Copyright (c) 2002-2004 LWJGL 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 'LWJGL' 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 very basic 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 int FRAMERATE = 60; /** 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 logic(); render(); org.lwjgl.Display.sync(FRAMERATE); } 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 } }