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// desired fps
private final static int MAX_FPS = 5;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;
public void run()
{
Log.d("Tag1", "Starting Game Loop");
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (isRunning)
{
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
doUpdates();
// render state to the screen
// draws the canvas on the panel
galagaView.invalidate();
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0)
{
// if sleepTime > 0 we're OK
try
{
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
}
catch (InterruptedException e)
{
}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS)
{
// we need to catch up
// update without rendering
doUpdates();
// add frame period to check if in next frame
sleepTime += FRAME_PERIOD;
framesSkipped++;
}
}
}