org.jbox2d.integrations.slick
Class SlickTestMain
java.lang.Object
org.newdawn.slick.BasicGame
org.jbox2d.integrations.slick.SlickTestMain
- All Implemented Interfaces:
- org.newdawn.slick.Game, org.newdawn.slick.InputListener
public class SlickTestMain
- extends org.newdawn.slick.BasicGame
A bare-bones Slick implementation of the Pyramid demo.
Just enough to get to the drawing - no input handling
of any sort, and only very basic camera handling.
Should get you on your way, though.
- Author:
- ewjordan
Fields inherited from class org.newdawn.slick.BasicGame |
controllerButton, controllerDown, controllerLeft, controllerRight, controllerUp |
Method Summary |
void |
boundaryViolated(Body b)
|
void |
create()
|
void |
createWorld()
Override this if you need to create a different world AABB or gravity vector |
void |
init(org.newdawn.slick.GameContainer container)
|
void |
jointDestroyed(Joint j)
|
static void |
main(java.lang.String[] args)
|
void |
render(org.newdawn.slick.GameContainer container,
org.newdawn.slick.Graphics g)
|
void |
step()
Take a physics step. |
void |
update(org.newdawn.slick.GameContainer container,
int delta)
|
Methods inherited from class org.newdawn.slick.BasicGame |
closeRequested, controllerButtonPressed, controllerButtonReleased, controllerDownPressed, controllerDownReleased, controllerLeftPressed, controllerLeftReleased, controllerRightPressed, controllerRightReleased, controllerUpPressed, controllerUpReleased, getTitle, inputEnded, isAcceptingInput, keyPressed, keyReleased, mouseMoved, mousePressed, mouseReleased, mouseWheelMoved, setInput |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
m_debugDraw
public SlickDebugDraw m_debugDraw
SlickTestMain
public SlickTestMain()
main
public static void main(java.lang.String[] args)
init
public void init(org.newdawn.slick.GameContainer container)
throws org.newdawn.slick.SlickException
- Specified by:
init
in interface org.newdawn.slick.Game
- Specified by:
init
in class org.newdawn.slick.BasicGame
- Throws:
org.newdawn.slick.SlickException
update
public void update(org.newdawn.slick.GameContainer container,
int delta)
throws org.newdawn.slick.SlickException
- Specified by:
update
in interface org.newdawn.slick.Game
- Specified by:
update
in class org.newdawn.slick.BasicGame
- Throws:
org.newdawn.slick.SlickException
render
public void render(org.newdawn.slick.GameContainer container,
org.newdawn.slick.Graphics g)
throws org.newdawn.slick.SlickException
- Throws:
org.newdawn.slick.SlickException
createWorld
public void createWorld()
- Override this if you need to create a different world AABB or gravity vector
create
public void create()
step
public void step()
- Take a physics step. This is the guts of the simulation loop.
When creating your own game, the most important thing to have
in your step method is the m_world.step() call.
boundaryViolated
public void boundaryViolated(Body b)
jointDestroyed
public void jointDestroyed(Joint j)