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