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Author: Dankworth (posted 2013-07-23 20:09:19, viewed 232 times)

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package com.pixel.start;

import static org.lwjgl.opengl.GL11.*;

import javax.swing.JFrame;

import org.lwjgl.LWJGLException;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;

import com.pixel.frame.Panel;
import com.pixel.frame.PanelLogin;
import com.pixel.world.World;

public class MainLoop extends Thread {
   
   public JFrame frame;
   public World world;
   
   final double GAME_HERTZ = 30.0;
    final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
    final int MAX_UPDATES_BEFORE_RENDER = 5;
    double lastUpdateTime;
    double lastRenderTime;
    public boolean running = true;
    public boolean leftButton;
    public boolean rightButton;
    public Panel panel;
    
    public static int fps = 60;
    private int frameCount = 0;
    
    final double TARGET_FPS = 60;
    final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
    
   public MainLoop() throws LWJGLException {
      
   }

   public void run() {

      try {
         Display.setDisplayMode(new DisplayMode(900,600));
         Display.setTitle("Pixel Realms");
         Display.create();
      } catch (LWJGLException e1) {
         // TODO Auto-generated catch block
         e1.printStackTrace();
      }
      panel = new PanelLogin();

//      Mouse.setGrabbed(true);
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      glOrtho(0, 900, 600, 0, -1, 1);
      glMatrixMode(GL_MODELVIEW);
      glDisable(GL_DEPTH_TEST);
      glEnable(GL_TEXTURE_2D); //Enable texturing
      
      new Thread(new Runnable(){
         public void run(){
            try {
               Thread.sleep(Long.MAX_VALUE);
            }catch (Exception e) { }
         }
      }).start();

      while(running && !Display.isCloseRequested()) {
         int updateCount = 0;
         int lastSecondTime = (int) (lastUpdateTime / 1000000000);
         double now = System.nanoTime();
         leftButton = Mouse.isButtonDown(0); 
         rightButton = Mouse.isButtonDown(1); 
         
         while(now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER ) {
            if (World.loaded) {
               //            world.tick();
               //            world.player.interfaceManager.tick();
            }
//            KeyboardListener.tick();
            lastUpdateTime += TIME_BETWEEN_UPDATES;
            updateCount++;
         }

         if ( now - lastUpdateTime > TIME_BETWEEN_UPDATES) {
            lastUpdateTime = now - TIME_BETWEEN_UPDATES;
         }

         render();
         lastRenderTime = now;

         int thisSecond = (int) (lastUpdateTime / 1000000000);
         if (thisSecond > lastSecondTime) {
            fps = frameCount;
            frameCount = 0;
            lastSecondTime = thisSecond;
         }

         while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
         {
            Thread.yield();

            now = System.nanoTime();
         }
         

      }
      
      Display.destroy();
      System.exit(1);

   }

   public void render() {
      
      
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();

      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glPushMatrix();
      panel.render();

//      if (rightButton) {
//         glBindTexture(GL_TEXTURE_2D, 1);
//         glTranslatef(100, 100, 0);
//         glBegin(GL_QUADS);
//         {
//            glTexCoord2f(0, 0);
//            glVertex2f(0, 0);
//
//            glTexCoord2f(1, 0);
//            glVertex2f(300, 0);
//
//            glTexCoord2f(1, 1);
//            glVertex2f(300, 200);
//
//            glTexCoord2f(0, 1);
//            glVertex2f(0, 200);
//         }
//         glEnd();
//      }
//      if (leftButton) {
//         glTranslatef(400, 100, 0);
//
//         glBegin(GL_QUADS);
//         {
//            glTexCoord2f(0, 0);
//            glVertex2f(0, 0);
//
//            glTexCoord2f(1, 0);
//            glVertex2f(300, 0);
//
//            glTexCoord2f(1, 1);
//            glVertex2f(300, 200);
//
//            glTexCoord2f(0, 1);
//            glVertex2f(0, 200);
//         }
//         glEnd();
//      }
      glPopMatrix();

      Display.update();
   }

}





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