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(C) Copyright 2014 MapleScot Development This project licensed under a Creative Commons 3.0 by attribution licence https://creativecommons.org/licenses/by/3.0/ Unless required by applicable law or ag...
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/* */*w ww . j a v a2 s .c o m*/ * * (C) Copyright 2014 MapleScot Development * * This file licensed under a Creative Commons 3.0 by attribution licence * * https://creativecommons.org/licenses/by/3.0/ * * * * Unless required by applicable law or agreed to in writing, software * * distributed under the License is distributed on an "AS IS" BASIS, * * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * * See the License for the specific language governing permissions and * * limitations under the License. * * * * https://github.com/duriej/LoggerBill * */ package com.maplescot.loggerbill.game; import com.badlogic.gdx.InputProcessor; import com.badlogic.gdx.utils.Disposable; /** * This interface helps us re-use code quicker for future games. The idea is to follow a general Model-View-Controller * approach. All the real game logic goes in a class that implements this interface, It uses actors that are implemented * separately. The interface GameRenderer handles drawing of the world. A single class may implement both the * GameEngine and GameRenderer interfaces, * * This approach allows the GameScreen class to be generic so it doesn't need to be changed when we create a new game. * * Created by troy on 20/09/14. */ public interface GameEngine extends Disposable { /** * Called the first time the game screen is created. Only called once. */ public void init(); /** * A game engine might be it's own InputProcessor for managing user interaction, or it could delegate this to a * different class to process input. Let the engine itself decide and tell our game screen which it is. * * @return the class to use for processing inputs */ public InputProcessor getInputProcessor(); /** * Called to re-set the game engine to it's default starting state - i.e. New Game. */ public void reset(); /** * This is called at the end of each frame to run the actual game-play logic. * @param delta Time slice * @return true if engine is still active, false to quite and return to main menu. */ public boolean run(float delta); /** * pause or unpause the game */ public void setPause(boolean paused); /** * This should generally just return the state of play - are we playing or are we stopped for some reason. * * @return false if game is playing, true if paused. */ public boolean isPaused(); /** * Is the character alive? * @return true if game is playing, false if game is over */ public boolean isAlive(); }