Author: theagentd (posted 2013-01-10 16:25:50, viewed 160 times)
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| import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.PixelFormat;
import static org.lwjgl.opengl.GL11.*;
public class GameWindow
{
class player
{
double x;
double y;
double prevX;
double prevY;
double viewX;
double viewY;
double size;
player()
{
x = 25;
y = 150;
prevX = x;
prevY = y;
viewX = x;
viewY = y;
size = 64;
}
}
player p = new player();
public static void main(String[] argv)
{
GameWindow gWin = new GameWindow();
gWin.run();
}
public void run()
{
try
{
Display.setDisplayMode(new DisplayMode(800, 600));
Display.setVSyncEnabled(true);
Display.create();
}
catch(LWJGLException e)
{
int j = GL11.glGetError();
System.out.println("ERROR : " + j);
System.exit(0);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 800, 600, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
int err = GL11.glGetError();
if(err != GL_NO_ERROR)
{
System.out.println("err");
System.exit(0);
}
long updateTime = 1000 * 1000 * 1000 / 25;
int loops = 0;
int MaxLoops = 10;
int frames = 0;
long gameClock = System.nanoTime();
long lastFrame = gameClock;
while(!Display.isCloseRequested())
{
frames++;
loops = 0;
while((System.nanoTime() >= gameClock) && (loops < MaxLoops))
{
p.prevX = p.x;
if(p.x > 800)
{
p.x = 0 - p.size;
p.prevX = 0 - p.size;
}
else
p.x += 7;
gameClock += updateTime;
loops++;
}
double alpha = (double)(System.nanoTime() - gameClock + updateTime) / updateTime;
System.out.println(alpha);
p.viewX = p.prevX + alpha * (p.x - p.prevX);
p.viewY = p.prevY + alpha * (p.y - p.prevY);
if(System.currentTimeMillis() - lastFrame > 1000)
{
Display.setTitle("FPS : "+ frames);
frames = 0;
lastFrame += 1000;
}
draw();
Display.update();
}
Display.destroy();
}
void draw()
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS);
glColor3f(1, 1, 1);
glVertex2d(0, 0);
glVertex2d(800, 0);
glVertex2d(800, 600);
glVertex2d(0, 600);
glEnd();
glBegin(GL_QUADS);
glColor3f(0, 0, 0);
glVertex2d(p.viewX, p.viewY);
glVertex2d(p.viewX + p.size, p.viewY);
glVertex2d(p.viewX + p.size, p.viewY + p.size);
glVertex2d(p.viewX, p.viewY + p.size);
glEnd();
}
} |
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