Beispiel #1
0
  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context
    glu = new GLU(); // get GL Utilities
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
    gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smooths out
    // lighting
    Sonic sonic =
        new Sonic(
            configService.getString(SonicConfiguration.MAIN_CHARACTER_CODE),
            (short) 100,
            (short) 100);
    spriteManager.addSprite(sonic);

    // Causes camera to instantiate itself... TODO Probably remove this
    // later since it'll be used in the first update loop anyway
    camera.setFocusedSprite(sonic);

    levelManager.setLevel(new TestLevel());
  }
Beispiel #2
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/**
 * Controls the game.
 *
 * @author james
 */
@SuppressWarnings("serial")
public class Engine extends GLCanvas implements GLEventListener {
  private final SonicConfigurationService configService = SonicConfigurationService.getInstance();
  private final SpriteManager spriteManager = SpriteManager.getInstance();
  private final SpriteRenderManager spriteRenderManager = SpriteRenderManager.getInstance();
  private final SpriteCollisionManager spriteCollisionManager =
      SpriteCollisionManager.getInstance();
  private final GraphicsManager graphicsManager = GraphicsManager.getInstance();
  private final Camera camera = Camera.getInstance();
  private final DebugRenderer debugRenderer = DebugRenderer.getInstance();
  private final TimerManager timerManager = TimerManager.getInstance();

  private InputHandler inputHandler;

  private double realWidth = configService.getInt(SonicConfiguration.SCREEN_WIDTH_PIXELS);
  private double realHeight = configService.getInt(SonicConfiguration.SCREEN_HEIGHT_PIXELS);

  private boolean debugEnabled = configService.getBoolean(SonicConfiguration.DEBUG_ENABLED);

  // TODO move this into a manager
  private LevelManager levelManager = LevelManager.getInstance();

  private GLU glu;

  // TODO Add Log4J Support, or some other logging that allows proper
  // debugging etc. Any ideas?

  public Engine() {
    this.addGLEventListener(this);
  }

  public void setInputHandler(InputHandler inputHandler) {
    this.inputHandler = inputHandler;
  }

  public void init(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL graphics context
    glu = new GLU(); // get GL Utilities
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
    gl.glShadeModel(GL_SMOOTH); // blends colors nicely, and smooths out
    // lighting
    Sonic sonic =
        new Sonic(
            configService.getString(SonicConfiguration.MAIN_CHARACTER_CODE),
            (short) 100,
            (short) 100);
    spriteManager.addSprite(sonic);

    // Causes camera to instantiate itself... TODO Probably remove this
    // later since it'll be used in the first update loop anyway
    camera.setFocusedSprite(sonic);

    levelManager.setLevel(new TestLevel());
  }

  /**
   * Call-back handler for window re-size event. Also called when the drawable is first set to
   * visible.
   */
  public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context
    graphicsManager.setGraphics(gl);

    // Set the view port (display area) to cover the entire window
    gl.glViewport(0, 0, width, height);

    // Setup perspective projection, with aspect ratio matches viewport
    gl.glMatrixMode(GL_PROJECTION); // choose projection matrix
    gl.glLoadIdentity(); // reset projection matrix
    glu.gluOrtho2D(0, realWidth, 0, realHeight);

    // Enable the model-view transform
    gl.glMatrixMode(GL_MODELVIEW);
    gl.glLoadIdentity(); // reset
  }

  public void update() {
    timerManager.update();
    spriteCollisionManager.update(inputHandler);
    camera.updatePosition();
  }

  public void draw() {
    spriteRenderManager.draw();
    levelManager.getLevel().draw();
  }

  public static void main(String[] args) {
    // Run the GUI codes in the event-dispatching thread for thread safety
    SwingUtilities.invokeLater(
        new Runnable() {
          public void run() {
            // Create the OpenGL rendering canvas
            GLCanvas canvas = new Engine();
            SonicConfigurationService configService = SonicConfigurationService.getInstance();
            int width = configService.getInt(SonicConfiguration.SCREEN_WIDTH);
            int height = configService.getInt(SonicConfiguration.SCREEN_HEIGHT);
            int fps = configService.getInt(SonicConfiguration.FPS);
            String version = configService.getString(SonicConfiguration.VERSION);

            canvas.setPreferredSize(new Dimension(width, height));

            // Create a animator that drives canvas' display() at the
            // specified FPS.
            final FPSAnimator animator = new FPSAnimator(canvas, fps, true);

            // Create the top-level container
            final JFrame frame = new JFrame(); // Swing's JFrame or AWT's
            // Frame
            frame.getContentPane().add(canvas);
            ((Engine) canvas).setInputHandler(new InputHandler(frame));
            frame.addWindowListener(
                new WindowAdapter() {
                  @Override
                  public void windowClosing(WindowEvent e) {
                    // Use a dedicated thread to run the stop() to ensure
                    // that the
                    // animator stops before program exits.
                    new Thread() {
                      @Override
                      public void run() {
                        if (animator.isStarted()) animator.stop();
                        System.exit(0);
                      }
                    }.start();
                  }
                });
            frame.setTitle("Java Sonic Engine by Jamesj999 and Raiscan " + version);
            frame.pack();
            frame.setVisible(true);
            animator.start(); // start the animation loop
          }
        });
  }

  /** Called back by the animator to perform rendering. */
  public void display(GLAutoDrawable drawable) {
    GL2 gl = drawable.getGL().getGL2(); // get the OpenGL 2 graphics context
    gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color
    // and depth
    // buffers
    gl.glLoadIdentity(); // reset the model-view matrix
    update();
    graphicsManager.setGraphics(gl);
    draw();
    graphicsManager.flush();
    if (debugEnabled) {
      debugRenderer.renderDebugInfo();
    }
  }

  /** Called back before the OpenGL context is destroyed. Release resource such as buffers. */
  public void dispose(GLAutoDrawable drawable) {}
}
Beispiel #3
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 public void draw() {
   spriteRenderManager.draw();
   levelManager.getLevel().draw();
 }