Java tutorial
/* * This file is part of OpenSpaceBox. * Copyright (C) 2018 by Maik Becker <hi@maik.codes> * * OpenSpaceBox is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenSpaceBox is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenSpaceBox. If not, see <http://www.gnu.org/licenses/>. */ package de.cubicvoxel.openspacebox.ingame.controller; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.google.common.collect.ArrayListMultimap; import com.google.common.collect.Multimap; import de.cubicvoxel.openspacebox.ingame.object.AbstractIngameObject; import de.cubicvoxel.openspacebox.ingame.object.Layer; import java8.util.J8Arrays; import lombok.Getter; import java.util.ArrayList; import static java8.util.stream.StreamSupport.stream; /** * Basically a collection of {@link AbstractIngameObject}s. * <p> * The {@link #CHUNK_SIZE} specifies the area a Chunk covers within a * SectorDefinition, {@link AbstractIngameObject}s look for a change of their chunk-index using * {@link #getChunkXFor(float)} and {@link #getChunkYFor(float)} (both methods are static since the chunk-size is * always the same) when their position is updated and therefore the objects get added to and removed from their Chunks * by themselves. * <p> * The Chunks get managed by a {@link ChunkManager} where they are saved by index and updated sequentially. * * @author Maik Becker {@literal <hi@maik.codes>} */ public class Chunk { public static final int CHUNK_SIZE = 512; @Getter private boolean upToDate = false; @Getter private long lastUpdateTime; @Getter private int lastUpdateCycle = -1; private Multimap<Layer, AbstractIngameObject> objectsInChunk; public Chunk() { objectsInChunk = ArrayListMultimap.create(); lastUpdateTime = System.nanoTime(); } public void addObject(AbstractIngameObject abstractIngameObject) { objectsInChunk.put(abstractIngameObject.getLayer(), abstractIngameObject); } public void removeObject(AbstractIngameObject abstractIngameObject) { objectsInChunk.remove(abstractIngameObject.getLayer(), abstractIngameObject); } public void update(long systemNanoTime, int updateCycle) { float deltaTime = getDeltaTime(systemNanoTime); this.lastUpdateTime = systemNanoTime; this.lastUpdateCycle = updateCycle; this.upToDate = true; // Update all objects, but create a copy of objectsInChunk.values() beforehand, because objects may remove // themselves in their update. stream(new ArrayList<>(objectsInChunk.values())).forEach(object -> object.update(deltaTime)); } public void drawOn(SpriteBatch batch) { J8Arrays.stream(Layer.values()).sorted(Layer.COMPARE_BY_DRAW_LAYER) .forEachOrdered(layer -> stream(objectsInChunk.get(layer)).forEach(x -> x.getSprite().draw(batch))); } public void markNotUpToDate() { upToDate = false; } private float getDeltaTime(long systemNanoTime) { // Nanoseconds to seconds return (systemNanoTime - lastUpdateTime) / 1000000000.0f; } /** * Calculates the chunk's index for the given x position. */ public static int getChunkXFor(float x) { return (int) (x / CHUNK_SIZE); } /** * Calculates the chunk's index for the given y position. */ public static int getChunkYFor(float y) { return (int) (y / CHUNK_SIZE); } }