diff --git a/core/src/ru/deadsoftware/cavedroid/game/GameProc.java b/core/src/ru/deadsoftware/cavedroid/game/GameProc.java
index 346d9c1ea1c82c1451803e69bbc574271e826b35..afd91343eeda6c06ce04cd02c0a3c4ed68830956 100644 (file)
import ru.deadsoftware.cavedroid.game.mobs.FallingGravel;
import ru.deadsoftware.cavedroid.game.mobs.FallingSand;
import ru.deadsoftware.cavedroid.game.mobs.Mob;
-import ru.deadsoftware.cavedroid.game.objects.Drop;
import ru.deadsoftware.cavedroid.game.mobs.Player;
+import ru.deadsoftware.cavedroid.game.objects.Drop;
import ru.deadsoftware.cavedroid.misc.ControlMode;
import java.io.Serializable;
-import java.util.ArrayList;
+import java.util.LinkedList;
public class GameProc implements Serializable, Disposable {
static boolean DO_UPD = false;
static int UPD_X = -1, UPD_Y = -1;
-
- private transient GameFluidsThread fluidThread;
+ public final Player player;
+ public final LinkedList<Mob> mobs;
+ final LinkedList<Drop> drops;
public transient GameWorld world;
public transient GameRenderer renderer;
public transient GameInput input;
- transient GamePhysics physics;
-
public ControlMode controlMode;
- public final Player player;
- public final ArrayList<Mob> mobs;
- final ArrayList<Drop> drops;
-
- public void resetRenderer() {
- int scale = CaveGame.TOUCH ? 320 : 480;
- renderer = new GameRenderer(scale, scale * GameScreen.getHeight() / GameScreen.getWidth());
- }
+ transient GamePhysics physics;
+ private transient GameFluidsThread fluidThread;
public GameProc(int gameMode) {
world = new GameWorld(WORLD_WIDTH, WORLD_HEIGHT);
player = new Player(gameMode);
- drops = new ArrayList<>();
- mobs = new ArrayList<>();
+ drops = new LinkedList<>();
+ mobs = new LinkedList<>();
physics = new GamePhysics();
input = new GameInput();
controlMode = CaveGame.TOUCH ? ControlMode.WALK : ControlMode.CURSOR;
startFluidThread();
}
+ public void resetRenderer() {
+ int scale = CaveGame.TOUCH ? 320 : 480;
+ renderer = new GameRenderer(scale, scale * GameScreen.getHeight() / GameScreen.getWidth());
+ }
+
private void startFluidThread() {
fluidThread = new GameFluidsThread();
fluidThread.start();
physics.update();
input.update();
blockUpdater();
- if (fluidThread == null || !fluidThread.isAlive()) startFluidThread();
+ if (fluidThread == null || !fluidThread.isAlive()) {
+ startFluidThread();
+ }
}
@Override