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Java lwjgl remove game object
Java lwjgl remove game object













java lwjgl remove game object
  1. #Java lwjgl remove game object how to
  2. #Java lwjgl remove game object code

I'm so excited by the possibilities offered by FP, I can just taste the multi-threaded scalability capabilities.

#Java lwjgl remove game object code

Unfortunately, I am not able to read/interpret the code into mental models that make any sense to my simpleminded Java imperative brain. It appears that there are some ideas in the Clojure/Lisp and Haskell games (with source). Yampa's (in Haskell) Functional Reactive Programming Purely Functional Retrogames, Part 1 by James Hague Here are some links that talk around this area of which none seem to have directly dealt with the ideas in a way a person coming from Java/Imperative programming would understand: And LWJGL even provides a very simple Java version of Space invaders (of which I began moving to Scala using Scala as Java-without-semicolons). However, all of it was from the imperative paradigm. I can do (and have done) lots of this type of game development over the years. The non-deterministic parts (to me) are handling the stream of user input, handling fetching a random value for determining alien bullet firings and handling the output (both graphics and sound). The deterministic parts are the bullet's trajectory once they exist, the continuous motion of the alien and the explosion due to a hit on either (or both) of the player's ship or the alien.

java lwjgl remove game object

#Java lwjgl remove game object how to

It's the non-deterministic parts that seem to be blocking my ability to consider how to approach. For me, all the deterministic parts are obvious. Things intentionally left out from the original game are WxH aliens, degradable defense barriers x3, high speed saucer ship at at the top of the screen. 5 secondsĪlien ship bullet fired straight down activated by a random time of. User ship bullet fired straight up activated by the space bar with a minimum pause between shots to be. User ship at the bottom of the screen moved left and right by the "A" and "D" keys respectively Here are the requirements for the basic game: However, each time I try to think of a design, I get lost in the morass of extreme mutability, the same mutability which is shunned by the functional programming purists.Īs an attempt to learn Functional Programming, I decided to attempt to create a very simple 2D interactive game, Space Invader (note the lack of plural), in Scala using the LWJGL. I, a Java imperative programmer, would like to understand how to generate a simple version of Space Invaders based on Functional Programming design principles (in particular Referential Transparency).















Java lwjgl remove game object