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Includes 2 main parts: - Path finding through 2D polygons using the A star algorithm and navigation-mesh generation Field of vision / shadows / line of sight / lighting. The basic polygon and point classes are the KPolygon and KPoint. KPolygon contains a list of KPoints for vertices as well as a center (centroid), area, and radius (circular bound or distance from center to furthest point). KPolygon was born out of the need for a more game-oriented and flexible polygon class than the Path2D class in the standard Java library. KPolygon implements java.awt.geom.Shape so it can be easily drawn and filled by Java2D's Graphics2D object. - This API provides path-finding and field-of-vision. For other complex geometric operations such as buffering (fattening and shrinking) and constructive area geometry (intersections and unions) it is recommended to use the excellent Java Topology Suite (JTS). The standard Java2D library also provides the Area class which can be used for some constructive area geometry operations. Note that there is a utility class PolygonConverter that can quickly convert KPolygons to JTS polygons and vice versa.

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/*
 * Copyright (c) 2008, Keith Woodward
 *
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 * 2. 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.
 * 3. Neither the name of Keith Woodward 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 straightedge.test.benchmark;


/**
 * Main thread, controls the world and the view.
 * @author Keith Woodward
 */
public class GameLoop extends Thread{
	
	GameFrame frame;
	ViewPane view;
	GameWorld world;
	Player player;
	volatile boolean keepRunning = true;
	FPSCounter fpsCounter;
	static double NANOS_IN_A_SECOND = 1000000000;
	
	// the minimum time to sleep after each update. if negative, no sleep.
	protected volatile int minSleepMillisBetweenUpdates = 0;
	long oldSystemTimeNanos = -1;
	
	public GameLoop(GameFrame frame, GameWorld world, Player player, ViewPane view){
		this.setName("GameLoop Thread");
		setFrame(frame);
		setWorld(world);
		setPlayer(player);
		setView(view);
		fpsCounter = new FPSCounter();
	}

	public void run() {
		System.out.println(this.getClass().getSimpleName() + ": game loop started");
		long nanoTimeNow = System.nanoTime();
		oldSystemTimeNanos = nanoTimeNow;
		world.setSystemNanosAtStart(nanoTimeNow);
		keepRunning = true;
		while (keepRunning) {
			fpsCounter.update();
			long currentSystemTimeNanos = System.nanoTime();
			long timeElapsedNanos = currentSystemTimeNanos - oldSystemTimeNanos;

			// Update the world using the time elapsed
			world.update(timeElapsedNanos);
			this.oldSystemTimeNanos = currentSystemTimeNanos;
			view.render();
			//doMinSleep();	// gives the other threads a turn
		}
		System.out.println(this.getClass().getSimpleName() + ": game loop finished");
	}
	
	public void doMinSleep(){
		if (minSleepMillisBetweenUpdates >= 0){
			try{
				Thread.sleep(minSleepMillisBetweenUpdates);
				//System.out.println(this.getClass().getSimpleName()+": sleeping for "+minSleepMillisBetweenUpdates);
			} catch(InterruptedException e){
				e.printStackTrace();
			}
		}
		Thread.yield();
	}
	
	public void close(){
		keepRunning = false;
	}

	public FPSCounter getFpsCounter() {
		return fpsCounter;
	}

	public GameFrame getFrame() {
		return frame;
	}

	public int getMinSleepMillisBetweenUpdates() {
		return minSleepMillisBetweenUpdates;
	}

	public ViewPane getView() {
		return view;
	}

	public GameWorld getWorld() {
		return world;
	}

	public Player getPlayer() {
		return player;
	}

	public void setFrame(GameFrame frame) {
		if (this.frame != frame){
			this.frame = frame;
			frame.setLoop(this);
		}
	}

	public void setPlayer(Player player) {
		if (this.player != player){
			this.player = player;
			player.setLoop(this);
		}
	}

	public void setView(ViewPane view) {
		if (this.view != view){
			this.view = view;
			view.setLoop(this);
		}
	}

	public void setWorld(GameWorld world) {
		if (this.world != world){
			this.world = world;
			world.setLoop(this);
		}
	}
}




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