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package subconscious.graphics;
import subconscious.Game;
import java.awt.Canvas;
import java.awt.Graphics2D;
import java.awt.Dimension;
import java.awt.BorderLayout;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseWheelListener;
import java.awt.event.MouseWheelEvent;
import java.awt.event.ComponentListener;
import java.awt.event.ComponentEvent;
import java.awt.image.BufferStrategy;
import javax.swing.JFrame;
import javax.swing.JPanel;
/* Scene
* Abstract model class for all scenes of the game. Each scene is in a different
* thread and renders with a double buffered. As threads, scenes can be paused
* from rendering.
*
* It is also responsable for all inputs, which are transferred to the Game
* object which controls the internal state of the game.
*/
@SuppressWarnings("serial")
public abstract class Scene extends JPanel
implements Runnable, KeyListener, MouseListener, MouseMotionListener,
MouseWheelListener, ComponentListener {
// this is required to manage multiple scenes
public final String UNIQUE_NAME;
protected final long DESIRED_FPS = 60;
protected final long DESIRED_DELTA_LOOP = (1000*1000*1000)/DESIRED_FPS;
// Game is never be cached in the local thread
protected volatile Game game;
protected volatile boolean running;
protected volatile boolean threadPaused;
protected Object pauseLock;
protected BufferStrategy buffer;
protected Dimension canvasSize;
protected Canvas canvas;
// TODO: make accessible from user settings
protected int guiSize = 2;
public Scene(Game game, String uniqueName) {
this.UNIQUE_NAME = uniqueName;
this.game = game;
// thread control
this.running = false;
this.threadPaused = false;
this.pauseLock = new Object();
// watch for resize
this.addComponentListener(this);
// set up canvas
this.canvasSize = GameWindow.WINDOW_SIZE;
this.canvas = new Canvas();
this.canvas.setBounds(0, 0, this.canvasSize.width, this.canvasSize.height);
this.canvas.setIgnoreRepaint(true);
this.canvas.addKeyListener(this);
this.canvas.addMouseListener(this);
this.canvas.addMouseMotionListener(this);
this.canvas.addMouseWheelListener(this);
// TODO: solve canvas
// this.add(this.canvas, BorderLayout.CENTER);
this.build();
}
/* abstract methods */
// runs when the the scene thread starts
protected abstract void build();
// runs on each tick
protected abstract void update(long deltaNanoTime);
protected abstract void render(Graphics2D g);
public void run() {
long beginLoopTime;
long endLoopTime;
long currentUpdateTime = System.nanoTime();
long lastUpdateTime;
long deltaLoop;
this.running = true;
this.threadPaused = false;
// wait for the canvas to be ready
// this is required otherwise createBufferStrategy()
// throws an IllegalStateException
while (!this.canvas.isDisplayable() && running);
// initialize canvas buffer
this.canvas.createBufferStrategy(2);
this.buffer = this.canvas.getBufferStrategy();
this.canvas.requestFocus();
while (running) {
beginLoopTime = System.nanoTime();
do {
do {
Graphics2D g = (Graphics2D) this.buffer.getDrawGraphics();
this.render(g);
g.dispose();
// repeat if the rendering buffer contents were restored
} while (this.buffer.contentsRestored());
// repeat if the drawing buffer contents were lost
} while (this.buffer.contentsLost());
try {
this.buffer.show();
} catch (IllegalStateException ex) {
// this happens when the scene is hidden or the frame is disposed
// for example then the thread is stopped, and so this exception
// can be ignored
}
lastUpdateTime = currentUpdateTime;
currentUpdateTime = System.nanoTime();
// TODO: change to this.game.update(...)
this.update(currentUpdateTime - lastUpdateTime);
endLoopTime = System.nanoTime();
deltaLoop = endLoopTime - beginLoopTime;
if (deltaLoop > this.DESIRED_DELTA_LOOP) {
// TODO: late => skip frame
} else {
try {
Thread.sleep((this.DESIRED_DELTA_LOOP - deltaLoop)/(1000*1000));
} catch (InterruptedException e ) {
}
}
synchronized (this.pauseLock) {
if (this.threadPaused) {
try {
this.pauseLock.wait();
} catch (InterruptedException ex) {
ex.printStackTrace();
}
}
}
}
}
/* game pause controls */
public void stop() {
// stop thread even if paused
this.resumeThread();
this.running = false;
}
public void pauseThread() {
this.threadPaused = true;
}
public void resumeThread() {
if (!this.threadPaused)
return;
this.threadPaused = false;
synchronized (this.pauseLock) {
this.pauseLock.notifyAll();
}
}
// automagically set the canvas size to the parent's size
// WARNING: does not always work
// TODO: why doesn't this always work?
public synchronized void updateCanvasSize() {
this.canvasSize = this.getParent().getSize();
}
// this one always works
public synchronized void updateCanvasSize(Dimension newSize) {
this.canvasSize = newSize;
}
/* key listener */
@Override public void keyTyped(KeyEvent e) {}
@Override public void keyPressed(KeyEvent e) {}
@Override public void keyReleased(KeyEvent e) {}
/* mouse listener */
@Override public void mouseClicked(MouseEvent e) {}
@Override public void mouseEntered(MouseEvent e) {}
@Override public void mouseExited(MouseEvent e) {}
@Override public void mousePressed(MouseEvent e) {}
@Override public void mouseReleased(MouseEvent e) {}
@Override public void mouseDragged(MouseEvent e) {}
@Override public void mouseMoved(MouseEvent e) {}
@Override public void mouseWheelMoved(MouseWheelEvent e) {}
/* component listener */
@Override
public void componentResized(ComponentEvent e) {
this.updateCanvasSize();
}
@Override public void componentMoved(ComponentEvent e) {}
@Override public void componentShown(ComponentEvent e) {}
@Override public void componentHidden(ComponentEvent e) {}
}
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