/**
* Copyright 2010 The ForPlay Authors
*
* 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 forplay.core;
/**
* Main game interface. To start a new game, implement this interface and call
* {@link ForPlay#run(Game)}.
*
* TODO(jgw): Callbacks for resize, background, foreground, shutdown.
*
* TODO(jgw): Link to game loop wiki page.
*/
public interface Game {
/**
* Called once on initialization. Most setup work should be performed in this
* method, as all ForPlay subsystems are guaranteed to be available when it is
* called.
*/
void init();
/**
* Called once per game logic tick. Input-handling, physics, and game logic
* should be performed in this method.
*
* @param delta time, in ms, passed since the previous {@link #update(float)}
* (if {@link #updateRate()} is zero, this will be wall time, otherwise
* it will always be {@link #updateRate()})
*/
void update(float delta);
/**
* Paint callback. All painting should be performed in this method, including
* upates to the layer hierarchy.
*
* <p>
* You should not run game logic in this method, as it's not always guaranteed
* to be called frequently (for example, when the game is not visible this
* method may not be called.
* </p>
*
* @param alpha a value between 0 and 1, representing the proportion of time
* passed between the last two physics updates (if {@link
* #updateRate()} is zero, this value will always be zero.
*/
void paint(float alpha);
/**
* Return the update rate of the main game loop.
*
* <p>
* Using an update rate of zero will cause {@link #update()} to be called
* precisely once per rendered frame, regardless of the frame-rate.
* </p>
*
* @return update rate of the main game loop, in ms.
*/
int updateRate();
}