Java tutorial
/* Copyright 2013 Antti Kolehmainen Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 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. */ package com.sturdyhelmetgames.roomforchange.screen; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Matrix4; import com.sturdyhelmetgames.roomforchange.RoomForChangeGame; /** * A basic screen that implements some commonly needed features in all games * like {@link InputAdapter} and {@link Screen}. * * @author Antti * */ public abstract class Basic2DScreen extends InputAdapter implements Screen { protected RoomForChangeGame game; protected final OrthographicCamera camera; protected final SpriteBatch spriteBatch = new SpriteBatch(); protected final Matrix4 normalProjection = new Matrix4(); private static final int MAX_FPS = 60; private static final int MIN_FPS = 15; protected static final float TIME_STEP = 1f / MAX_FPS; private static final float MAX_STEPS = 1f + MAX_FPS / MIN_FPS; private static final float MAX_TIME_PER_FRAME = TIME_STEP * MAX_STEPS; private float stepTimeLeft; protected boolean paused = false; protected static BitmapFont debugFont; public Basic2DScreen() { camera = new OrthographicCamera(12, 8); } public Basic2DScreen(RoomForChangeGame game, int viewPortWidth, int viewPortHeight) { this.game = game; debugFont = new BitmapFont(); // create and reset camera camera = new OrthographicCamera(viewPortWidth, viewPortHeight); // set a normal projection matrix normalProjection.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.input.setInputProcessor(this); } /** * Does a fixed timestep independently of framerate. * * @param delta * Delta time. * @return True if stepped, false otherwise. */ private void fixedStep(float delta) { stepTimeLeft += delta; if (stepTimeLeft > MAX_TIME_PER_FRAME) stepTimeLeft = MAX_TIME_PER_FRAME; while (stepTimeLeft >= TIME_STEP) { updateScreen(TIME_STEP); stepTimeLeft -= TIME_STEP; } } /** * Updates the screen (game) logic. * * @param fixedStep * A fixed timestep. */ protected abstract void updateScreen(float fixedStep); /** * Renders the screen graphics. * * @param delta * Delta time. */ public abstract void renderScreen(float delta); @Override public void render(float delta) { if (!paused) { fixedStep(delta); } if (Gdx.graphics.isGL20Available()) { Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT); } else { Gdx.graphics.getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT); } renderScreen(delta); // render fps if in debug mode if (game.isDebug()) { spriteBatch.getProjectionMatrix().set(normalProjection); spriteBatch.begin(); debugFont.draw(spriteBatch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 0, 20); spriteBatch.end(); } } @Override public void resize(int width, int height) { } @Override public void show() { } @Override public void hide() { } @Override public void pause() { paused = true; } @Override public void resume() { paused = false; } @Override public void dispose() { } }