Examples:Game

/* * Copyright (c) 2002-2010 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright *  notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright *  notice, this list of conditions and the following disclaimer in the *  documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of *  its contributors may be used to endorse or promote products derived *  from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.examples;

import org.lwjgl.Sys; import org.lwjgl.input.Keyboard; import org.lwjgl.openal.AL; import org.lwjgl.opengl.Display;

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

/** * * This is a very basic skeleton to init a game and run it. * * @author $Author: spasi $ * @version $Revision: 3418 $ * $Id: Game.java 3418 2010-09-28 21:11:35Z spasi $ */ public class Game {

/** Game title */ public static final String GAME_TITLE = "My Game";

/** Desired frame time */ private static final int FRAMERATE = 60;

/** Exit the game */ private static boolean finished;

/** A rotating square! */ private static float  angle;

/**	 * No constructor needed - this class is static */	private Game {}

/**	 * Application init * @param args Commandline args */	public static void main(String[] args) { try { init; run; } catch (Exception e) { e.printStackTrace(System.err); Sys.alert(GAME_TITLE, "An error occured and the game will exit."); } finally { cleanup; }

System.exit(0); }

/**	 * Initialise the game * @throws Exception if init fails */	private static void init throws Exception { // Create a fullscreen window with 1:1 orthographic 2D projection, and with // mouse, keyboard, and gamepad inputs. Display.setTitle(GAME_TITLE); Display.setFullscreen(true);

// Enable vsync if we can Display.setVSyncEnabled(true);

Display.create;

// Start up the sound system AL.create;

// TODO: Load in your textures etc here

// Put the window into orthographic projection mode with 1:1 pixel ratio. // We haven't used GLU here to do this to avoid an unnecessary dependency. glMatrixMode(GL_PROJECTION); glLoadIdentity; glOrtho(0.0, Display.getDisplayMode.getWidth, 0.0, Display.getDisplayMode.getHeight, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glViewport(0, 0, Display.getDisplayMode.getWidth, Display.getDisplayMode.getHeight);

}

/**	 * Runs the game (the "main loop") */	private static void run { while (!finished) { // Always call Window.update, all the time Display.update;

if (Display.isCloseRequested) { // Check for O/S close requests finished = true; } else if (Display.isActive) { // The window is in the foreground, so we should play the game logic; render; Display.sync(FRAMERATE); } else { // The window is not in the foreground, so we can allow other stuff to run and // infrequently update try { Thread.sleep(100); } catch (InterruptedException e) { }				logic; if (Display.isVisible || Display.isDirty) { // Only bother rendering if the window is visible or dirty render; }			}		}	}

/**	 * Do any game-specific cleanup */	private static void cleanup { // TODO: save anything you want to disk here

// Stop the sound AL.destroy;

// Close the window Display.destroy; }

/**	 * Do all calculations, handle input, etc.	 */ private static void logic { // Example input handler: we'll check for the ESC key and finish the game instantly when it's pressed if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { finished = true; }

// TODO: all your game logic goes here. angle += 2.0f % 360; }

/**	 * Render the current frame */	private static void render { glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

// TODO: all your rendering goes here glClear(GL_COLOR_BUFFER_BIT); glPushMatrix; glTranslatef(Display.getDisplayMode.getWidth / 2, Display.getDisplayMode.getHeight / 2, 0.0f); glRotatef(angle, 0, 0, 1.0f); glBegin(GL_QUADS); glVertex2i(-50, -50); glVertex2i(50, -50); glVertex2i(50, 50); glVertex2i(-50, 50); glEnd; glPopMatrix; } }