Package games.stendhal.client

Examples of games.stendhal.client.GameObjects


  }

  private void gameLoop(final GameScreen gameScreen) {
    final int frameLength = (int) (1000.0 / stendhal.FPS_LIMIT);
    int fps = 0;
    final GameObjects gameObjects = client.getGameObjects();
    final StaticGameLayers gameLayers = client.getStaticGameLayers();

    try {
      SoundGroup group = initSoundSystem();
      group.play("harp-1", 0, null, null, false, true);
    } catch (RuntimeException e) {
      logger.error(e, e);
    }

    // keep looping until the game ends
    long refreshTime = System.currentTimeMillis();
    long lastFpsTime = refreshTime;
    long lastMessageHandle = refreshTime;

    gameRunning = true;

    boolean canExit = false;
    while (!canExit) {
      try {
        fps++;
        // figure out what time it is right after the screen flip then
        // later we can figure out how long we have been doing redrawing
        // / networking, then we know how long we need to sleep to make
        // the next flip happen at the right time
        screenController.nextFrame();
        final long now = System.currentTimeMillis();
        final int delta = (int) (now - refreshTime);
        refreshTime = now;

        logger.debug("Move objects");
        gameObjects.update(delta);

        if (gameLayers.isAreaChanged()) {
          // Same thread as the ClientFramework loop, so these should
          // be save
          /*
 
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