Here’s a demo of the applet
http://www.joeysturgis.com/roguelike
Here’s the game loop:
private void gameLoop3(long ufreq) {
long nanosInSecond = 1000L * 1000L * 1000L;
long updateFrequency = ufreq;
long updateInterval = nanosInSecond / updateFrequency;
long nextUpdateTick = System.nanoTime();
while (true) {
long start = System.nanoTime();
for (long now = System.nanoTime(); now > nextUpdateTick; nextUpdateTick += updateInterval) {
this.update();
}
process_time += System.nanoTime() - start;
render();
Sync.sync(60);
}
}
Here’s sync:
/*
* Copyright (c) 2002-2012 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 com.ingamedev.util;
/**
* A highly accurate sync method that continually adapts to the system
* it runs on to provide reliable results.
*
* @author Riven
* @author kappaOne
*/
public class Sync {
/** number of nano seconds in a second */
private static final long NANOS_IN_SECOND = 1000L * 1000L * 1000L;
/** The time to sleep/yield until the next frame */
private static long nextFrame = 0;
/** whether the initialisation code has run */
private static boolean initialised = false;
/** for calculating the averages the previous sleep/yield times are stored */
private static RunningAvg sleepDurations = new RunningAvg(10);
private static RunningAvg yieldDurations = new RunningAvg(10);
/**
* An accurate sync method that will attempt to run at a constant frame rate.
* It should be called once every frame.
*
* @param fps - the desired frame rate, in frames per second
*/
public static void sync(int fps) {
if (fps <= 0) return;
if (!initialised) initialise();
try {
// sleep until the average sleep time is greater than the time remaining till nextFrame
for (long t0 = getTime(), t1; (nextFrame - t0) > sleepDurations.avg(); t0 = t1) {
Thread.sleep(1);
sleepDurations.add((t1 = getTime()) - t0); // update average sleep time
}
// slowly dampen sleep average if too high to avoid yielding too much
sleepDurations.dampenForLowResTicker();
// yield until the average yield time is greater than the time remaining till nextFrame
for (long t0 = getTime(), t1; (nextFrame - t0) > yieldDurations.avg(); t0 = t1) {
Thread.yield();
yieldDurations.add((t1 = getTime()) - t0); // update average yield time
}
} catch (InterruptedException e) {
}
// schedule next frame, drop frame(s) if already too late for next frame
nextFrame = Math.max(nextFrame + NANOS_IN_SECOND / fps, getTime());
}
/**
* This method will initialise the sync method by setting initial
* values for sleepDurations/yieldDurations and nextFrame.
*
* If running on windows it will start the sleep timer fix.
*/
private static void initialise() {
initialised = true;
sleepDurations.init(1000 * 1000);
yieldDurations.init((int) (-(getTime() - getTime()) * 1.333));
nextFrame = getTime();
String osName = System.getProperty("os.name");
if (osName.startsWith("Win")) {
// On windows the sleep functions can be highly inaccurate by
// over 10ms making in unusable. However it can be forced to
// be a bit more accurate by running a separate sleeping daemon
// thread.
Thread timerAccuracyThread = new Thread(new Runnable() {
public void run() {
try {
Thread.sleep(Long.MAX_VALUE);
} catch (Exception e) {}
}
});
timerAccuracyThread.setDaemon(true);
timerAccuracyThread.start();
}
}
/**
* Get the system time in nano seconds
*
* @return will return the current time in nano's
*/
private static long getTime() {
//return (Sys.getTime() * NANOS_IN_SECOND) / Sys.getTimerResolution();
return System.nanoTime();
}
private static class RunningAvg {
private final long[] slots;
private int offset;
private static final long DAMPEN_THRESHOLD = 10 * 1000L * 1000L; // 10ms
private static final float DAMPEN_FACTOR = 0.9f; // don't change: 0.9f is exactly right!
public RunningAvg(int slotCount) {
this.slots = new long[slotCount];
this.offset = 0;
}
public void init(long value) {
while (this.offset < this.slots.length) {
this.slots[this.offset++] = value;
}
}
public void add(long value) {
this.slots[this.offset++ % this.slots.length] = value;
this.offset %= this.slots.length;
}
public long avg() {
long sum = 0;
for (int i = 0; i < this.slots.length; i++) {
sum += this.slots[i];
}
return sum / this.slots.length;
}
public void dampenForLowResTicker() {
if (this.avg() > DAMPEN_THRESHOLD) {
for (int i = 0; i < this.slots.length; i++) {
this.slots[i] *= DAMPEN_FACTOR;
}
}
}
}
}
Here’s render:
public void render() {
frames++;
frame_count++;
long start = System.nanoTime();
Graphics2D g = tmp.createGraphics();
g.setColor(Color.black);
g.fillRect(0, 0, WIDTH, HEIGHT);
level.draw_edge_persepctive(g, SpriteType.ranger, x, y, pixel_x, pixel_y, 13, 9);
for(Entity e : entities) {
e.render(g, level.p_screen_x, level.p_screen_y);
}
Font.printString(tmp, "Rogu3", 4, 4, 5, 0x65DE31, 0x454545);
Font.printString(tmp, "Power: " + score, 4, Font.h * 2 + 4, 24, 0xFA1122, 0x911122);
Font.printString(tmp, "Entities: " + Level.ent_count, 4, Game.HEIGHT - (Font.h * 2) - 4, 24, 0xFFFFFF, 0x000000);
Font.printString(tmp, "FPS: " + fps, 800 - 80 - 16, 4, 50, 0xABABAB, 0x232323);
announce(g);
g.drawImage(Art.border, 0, 0, 8, 8, 0, 0, 8, 8, null);
g.drawImage(Art.border, Game.WIDTH - 8, 0, Game.WIDTH, 8, 24, 0, 32, 8, null);
g.drawImage(Art.border, 0, Game.HEIGHT - 8, 8, Game.HEIGHT, 0, 24, 8, 32, null);
g.drawImage(Art.border, Game.WIDTH - 8, Game.HEIGHT - 8, Game.WIDTH, Game.HEIGHT, 24, 24, 32, 32, null);
for(int ix = 0; ix <= 50; ix ++) {
g.drawImage(Art.border, 8 + (ix * 16), 0, 8 + (ix * 16) + 16, 8, 8, 0, 24, 8, null);
}
for(int ix = 0; ix <= 50; ix ++) {
g.drawImage(Art.border, 8 + (ix * 16), Game.HEIGHT - 8, 8 + (ix * 16) + 16, Game.HEIGHT, 8, 24, 24, 32, null);
}
for(int iy = 0; iy <= 34; iy ++) {
g.drawImage(Art.border, 0, 8 + (iy * 16), 8, 8 + (iy * 16) + 16, 0, 8, 8, 24, null);
}
for(int iy = 0; iy <= 34; iy ++) {
g.drawImage(Art.border, Game.WIDTH - 8, 8 + (iy * 16), Game.WIDTH, 8 + (iy * 16) + 16, 24, 8, 32, 24, null);
}
g.dispose();
g = getGraphics();
if(g != null) {
g.drawImage(tmp, 0, 0, null);
g.dispose();
flip();//show's the bufferstrategy
}
render_time = System.nanoTime() - start;
if (System.nanoTime() > next_frame_count) {
next_frame_count = System.nanoTime() + 1000000000;
fps = frame_count;
frame_count = 0;
System.out.println("FPS: " + fps + ", Process Time: " + process_time / 60 + " Render Time: " + render_time);
process_time = 0;
}
}
A few seconds of running…
FPS: 1, Process Time: 7992 Render Time: 138639760 FPS: 57, Process Time: 161622 Render Time: 9624389 FPS: 60, Process Time: 104913 Render Time: 11918064 FPS: 61, Process Time: 103605 Render Time: 8334624 FPS: 60, Process Time: 101535 Render Time: 12660010 FPS: 61, Process Time: 107089 Render Time: 8015489 FPS: 42, Process Time: 142956 Render Time: 18470568 FPS: 62, Process Time: 129872 Render Time: 8149031 FPS: 60, Process Time: 93706 Render Time: 10992659 FPS: 60, Process Time: 93977 Render Time: 11397550 FPS: 60, Process Time: 89091 Render Time: 12375007 FPS: 60, Process Time: 88103 Render Time: 12378847 FPS: 61, Process Time: 90599 Render Time: 10045067 FPS: 60, Process Time: 105866 Render Time: 11264862 FPS: 61, Process Time: 79250 Render Time: 11252489 FPS: 59, Process Time: 96743 Render Time: 16203345 FPS: 61, Process Time: 104095 Render Time: 13690799 FPS: 61, Process Time: 107302 Render Time: 10396627 FPS: 60, Process Time: 95676 Render Time: 12034540 FPS: 61, Process Time: 95185 Render Time: 12393353 FPS: 61, Process Time: 88039 Render Time: 12382261 FPS: 61, Process Time: 86411 Render Time: 12071659 FPS: 60, Process Time: 91651 Render Time: 13107567 FPS: 61, Process Time: 96309 Render Time: 10673097