/* * Copyright (c) 2002-2008 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.Display; import static org.lwjgl.opengl.GL11.*; /** * * This is a <em>very basic</em> skeleton to init a game and run it. * * @author $Author$ * @version $Revision$ * $Id$ */ 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; /** A rotating square! */ private static float angle; /** * 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(); } System.exit(0); } /** * 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. Display.setTitle(GAME_TITLE); Display.setFullscreen(true); // Enable vsync if we can Display.setVSyncEnabled(true); Display.create(); // Start up the sound system AL.create(); // TODO: Load in your textures etc here // Put the window into orthographic projection mode with 1:1 pixel ratio. // We haven't used GLU here to do this to avoid an unnecessary dependency. glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, Display.getDisplayMode().getWidth(), 0.0, Display.getDisplayMode().getHeight(), -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight()); } /** * Runs the game (the "main loop") */ private static void run() { while (!finished) { // Always call Window.update(), all the time Display.update(); if (Display.isCloseRequested()) { // Check for O/S close requests finished = true; } else if (Display.isActive()) { // The window is in the foreground, so we should play the game logic(); render(); 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 (Display.isVisible() || Display.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 Display.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. angle += 2.0f % 360; } /** * Render the current frame */ private static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // TODO: all your rendering goes here glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glTranslatef(Display.getDisplayMode().getWidth() / 2, Display.getDisplayMode().getHeight() / 2, 0.0f); glRotatef(angle, 0, 0, 1.0f); glBegin(GL_QUADS); glVertex2i(-50, -50); glVertex2i(50, -50); glVertex2i(50, 50); glVertex2i(-50, 50); glEnd(); glPopMatrix(); } }