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AI algorithms for libGDX
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/*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.ai;
import com.badlogic.gdx.ai.btree.leaf.Wait;
import com.badlogic.gdx.ai.msg.MessageDispatcher;
import com.badlogic.gdx.ai.steer.behaviors.Jump;
/** The {@code Timepiece} is the AI clock which gives you the current time and the last delta time i.e., the time span between the
* current frame and the last frame in seconds. This is the only service provider that does not depend on the environment, whether
* libgdx or not. It is needed because some parts of gdx-ai (like for instance {@link MessageDispatcher}, {@link Jump} steering
* behavior and {@link Wait} task) have a notion of spent time and we want to support game pause. It's developer's responsibility
* to update the timepiece on each game loop. When the game is paused you simply don't update the timepiece.
* @author davebaol */
public interface Timepiece {
/** Returns the time accumulated up to the current frame in seconds. */
public float getTime ();
/** Returns the time span between the current frame and the last frame in seconds. */
public float getDeltaTime ();
/** Updates this timepiece with the given delta time.
* @param deltaTime the time in seconds since the last frame. */
public void update (float deltaTime);
}