Пример #1
0
  public void render(SpriteBatch batch) {
    super.render(batch);

    field.render(batch, fadeMultiplier);
    field2.render(batch, fadeMultiplier);
    probState.render(batch, fadeMultiplier);
  }
Пример #2
0
 /**
  * Renders (draws) the whole screen, and then flips the double buffer, so that the newly rendered
  * screen is visible.
  *
  * @priority 3
  */
 public static void render() {
   try {
     currentGame.render(Video.getDisplaySurface());
   } catch (Exception e) {
     handleException(e);
   }
   Video.flip();
 }
Пример #3
0
	public void start() {
		while (!has_won() {
			input.check_input();
			
			if (doors[0].used()) {
				System.out.println("Not this one.");	
			}
			Game.render();		
		}
		Game.load_next_level();
	}
Пример #4
0
 public void run() {
   while (gameRunning) {
     car.tick();
     trafficCar.trafficUpdate();
     render(globalGraphics);
     try {
       Thread.sleep(50);
     } catch (InterruptedException e) {
       e.printStackTrace();
     }
   }
   drawScore(globalGraphics);
 }
Пример #5
0
  /**
   * Update and render the game
   *
   * @param delta The change in time since last update and render
   * @throws SlickException Indicates an internal fault to the game.
   */
  protected void updateAndRender(int delta) throws SlickException {
    storedDelta += delta;
    input.poll(width, height);

    SoundStore.get().poll(delta);
    if (storedDelta >= minimumLogicInterval) {
      try {
        if (maximumLogicInterval != 0) {
          long cycles = storedDelta / maximumLogicInterval;
          for (int i = 0; i < cycles; i++) {
            game.update(this, (int) maximumLogicInterval);
          }
          game.update(this, (int) (delta % maximumLogicInterval));
        } else {
          game.update(this, (int) storedDelta);
        }

        storedDelta = 0;
      } catch (Throwable e) {
        Log.error(e);
        throw new SlickException("Game.update() failure - check the game code.");
      }
    }

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glLoadIdentity();

    graphics.resetFont();
    graphics.resetLineWidth();
    graphics.setAntiAlias(false);
    try {
      game.render(this, graphics);
    } catch (Throwable e) {
      Log.error(e);
      throw new SlickException("Game.render() failure - check the game code.");
    }
    graphics.resetTransform();

    if (showFPS) {
      defaultFont.drawString(10, 10, "FPS: " + recordedFPS);
    }

    if (targetFPS != -1) {
      Display.sync(targetFPS);
    }
  }
Пример #6
0
  public void run() {
    init();
    long lastTime = System.nanoTime();
    final double amountOfTicks = 60D;
    double ns = 1_000_000_000 / amountOfTicks;
    double delta = 0;

    while (running) {
      long now = System.nanoTime();
      delta += (now - lastTime) / ns;
      lastTime = now;
      // only update 60 times per second
      if (delta >= 1) {
        tick();
        delta--;
      }
      // draw all objects onto screen
      render();
    }
  }
Пример #7
0
  /**
   * @see org.newdawn.slick.Game#render(org.newdawn.slick.GameContainer, org.newdawn.slick.Graphics)
   */
  public final void render(GameContainer container, Graphics g) throws SlickException {
    int yoffset = 0;
    int xoffset = 0;

    if (targetHeight < container.getHeight()) {
      yoffset = (container.getHeight() - targetHeight) / 2;
    }
    if (targetWidth < container.getWidth()) {
      xoffset = (container.getWidth() - targetWidth) / 2;
    }

    SlickCallable.enterSafeBlock();
    g.setClip(xoffset, yoffset, targetWidth, targetHeight);
    GL.glTranslatef(xoffset, yoffset, 0);
    g.scale(targetWidth / normalWidth, targetHeight / normalHeight);
    GL.glPushMatrix();
    held.render(container, g);
    GL.glPopMatrix();
    g.clearClip();
    SlickCallable.leaveSafeBlock();

    renderOverlay(container, g);
  }
Пример #8
0
  public void render(ShapeRenderer sRender) {
    super.render(sRender);

    field.render(sRender, fadeMultiplier);
    field2.render(sRender, fadeMultiplier);
  }
  /**
   * Update and render the game
   *
   * @param delta The change in time since last update and render
   * @throws SlickException Indicates an internal fault to the game.
   */
  protected void updateAndRender(int delta) throws SlickException {
    if (smoothDeltas) {
      if (getFPS() != 0) {
        delta = 1000 / getFPS();
      }
    }

    input.poll(width, height);

    Music.poll(delta);
    if (!paused) {
      storedDelta += delta;

      if (storedDelta >= minimumLogicInterval) {
        try {
          if (maximumLogicInterval != 0) {
            long cycles = storedDelta / maximumLogicInterval;
            for (int i = 0; i < cycles; i++) {
              game.update(this, (int) maximumLogicInterval);
            }

            int remainder = (int) (storedDelta % maximumLogicInterval);
            if (remainder > minimumLogicInterval) {
              game.update(this, (int) (remainder % maximumLogicInterval));
              storedDelta = 0;
            } else {
              storedDelta = remainder;
            }
          } else {
            game.update(this, (int) storedDelta);
            storedDelta = 0;
          }

        } catch (Throwable e) {
          //					Log.error(e);
          throw new SlickException("Game.update() failure.", e);
        }
      }
    } else {
      game.update(this, 0);
    }

    if (hasFocus() || getAlwaysRender()) {
      if (clearEachFrame) {
        GL.glClear(SGL.GL_COLOR_BUFFER_BIT | SGL.GL_DEPTH_BUFFER_BIT);
      }

      GL.glLoadIdentity();

      graphics.resetTransform();
      graphics.resetFont();
      graphics.resetLineWidth();
      graphics.setAntiAlias(false);
      try {
        game.render(this, graphics);
      } catch (Throwable e) {
        //				Log.error(e);
        throw new SlickException("Game.render() failure.", e);
      }
      graphics.resetTransform();

      if (showFPS) {
        defaultFont.drawString(10, 10, "FPS: " + recordedFPS);
      }

      GL.flush();
    }

    if (targetFPS != -1) {
      Display.sync(targetFPS);
    }
  }