public Boot() { beginSession(); game_state = 0; // 0 is start, 1 is play, 2 is end; start = new Start(); play = new Play(); end = new End(); paddleWidth = 64; paddleHeight = 128; plX = 150; plY = 278; prX = 1700; prY = 277; ballRadius = 20; ballSides = 15; ballX = Display.getWidth() / 2; ballY = 360; ballSpeed = 1.5f; Texture paddle = loadTexture("res/paddle.png", "PNG"); // sfx1 = new SoundPlayer("/res/ball1.mp3"); // sfx1.play(); /// loading sounds //// // each sound creates new thread sfx = new HashMap<String, SoundPlayer>(); sfx.put("ball1", new SoundPlayer("/res/ball1.mp3")); sfx.put("ball2", new SoundPlayer("/res/ball2.mp3")); sfx.put("clapping", new SoundPlayer("/res/clapping.mp3")); sfx.put("booing", new SoundPlayer("/res/booing.mp3")); sfx.put("slot_machine", new SoundPlayer("/res/slot_machine.mp3")); sfx.put("score", new SoundPlayer("/res/score.mp3")); sfx.put("round", new SoundPlayer("/res/round.mp3")); ///////// sfx.get("ball1").play(); ///////// splash = new Splashscreen(); scores = new Scoreboard(3, 2); // pointsPerGame, rounds paddleLeft = new Paddle(paddle, plX, plY, paddleWidth, paddleHeight); paddleRight = new Paddle(paddle, prX, prY, paddleWidth, paddleHeight); pong = new Ball(ballRadius, ballSides, ballSpeed, ballX, ballY); // testPong = new Ball(20,15,1.5f,900,600); while (!shutdown) { Clock.update(); isEscapePressed(); // checks for escape key, shuts down if so glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clears screen each time.. don't need this if drawing // background drawNet(); if (game_state == 1) { // play state play.updateState(); play.drawState(); } else if (game_state == 2) { // end game state end.updateState(); end.drawState(); } else { // start state start.updateState(); } ////////////////////////// Display.update(); Display.sync(60); FPS.update(); // count frames per second //////////////////////////////////////////////// // System.out.println("Delta: " + Clock.getDelta() + ",FPS: " + FPS.getFPS()); } Display.destroy(); }