import org.lwjgl.Sys; import org.lwjgl.input.Keyboard; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.GL11; /** * Basic game * * @author Name * @version 1.0 */ 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; /** Angle of rotating square */ private static float angle; /** * Application init * @param args Commandline args */ public static void main(String[] args) { boolean fullscreen = (args.length == 1 && args[0].equals("-fullscreen")); try { init(fullscreen); 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(boolean fullscreen) throws Exception { // Create a fullscreen window with 1:1 orthographic 2D projection (default) Display.setTitle(GAME_TITLE); Display.setFullscreen(fullscreen); // Enable vsync if we can (due to how OpenGL works, it cannot be guarenteed to always work) Display.setVSyncEnabled(true); // Create default display of 640x480 Display.create(); } /** * Runs the game (the "main loop") */ private static void run() { while (!finished) { // Always call Window.update(), all the time - it does some behind the // scenes work, and also displays the rendered output Display.update(); // Check for close requests if (Display.isCloseRequested()) { finished = true; } // The window is in the foreground, so we should play the game else if (Display.isActive()) { logic(); render(); Display.sync(FRAMERATE); } // The window is not in the foreground, so we can allow other stuff to run and // infrequently update else { try { Thread.sleep(100); } catch (InterruptedException e) { } logic(); // Only bother rendering if the window is visible or dirty if (Display.isVisible() || Display.isDirty()) { render(); } } } } /** * Do any game-specific cleanup */ private static void cleanup() { // 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; } // Rotate the square angle += 2.0f % 360; } /** * Render the current frame */ private static void render() { // clear the screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); // center square according to screen size GL11.glPushMatrix(); GL11.glTranslatef(Display.getDisplayMode().getWidth() / 2, Display.getDisplayMode().getHeight() / 2, 0.0f); // rotate square according to angle GL11.glRotatef(angle, 0, 0, 1.0f); // render the square GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2i(-50, -50); GL11.glVertex2i(50, -50); GL11.glVertex2i(50, 50); GL11.glVertex2i(-50, 50); GL11.glEnd(); GL11.glPopMatrix(); } }