|
@@ -12,7 +12,7 @@ To let you see the main update loop in context, understand that the SimpleApplic
|
|
|
|
|
|
* *Initialization* – Execute `simpleInitApp()` method once.
|
|
|
* *Main Update Loop*
|
|
|
-.. Input listeners respond to mouse clicks and keyboard presses – xref:jme3/advanced/input_handling.adoc[Input handling]
|
|
|
+.. Input listeners respond to mouse clicks and keyboard presses – xref:input/input_handling.adoc[Input handling]
|
|
|
.. Update game state:
|
|
|
... Update overall game state – Execute xref:jme3/advanced/application_states.adoc[Application States]
|
|
|
... User code update – Execute `simpleUpdate()` method
|
|
@@ -35,7 +35,7 @@ In a trivial xref:jme3/intermediate/simpleapplication.adoc[SimpleApplication] (s
|
|
|
|
|
|
It's a best practice to modularize your game mechanics and spread out initialization and update loop code over several Java objects:
|
|
|
|
|
|
-* Move modular code blocks from the `simpleInitApp()` method into xref:jme3/advanced/application_states.adoc[AppStates]. Attach AppStates to initialize custom subsets of “one dungeon, and detach it when the player exits this “dungeon. +
|
|
|
+* Move modular code blocks from the `simpleInitApp()` method into xref:jme3/advanced/application_states.adoc[AppStates]. Attach AppStates to initialize custom subsets of "`one`" dungeon, and detach it when the player exits this "`dungeon`". +
|
|
|
Examples: Weather/sky audio and visuals, physics collision shapes, sub-rootnodes of individual dungeons including dungeon NPCs, etc.
|
|
|
* Move modular code blocks from the `simpleUpdate()` method into the update loops of xref:jme3/advanced/custom_controls.adoc[Custom Controls] to control individual entity behavior (NPCs), and into the update method of xref:jme3/advanced/application_states.adoc[AppStates] to control world events. +
|
|
|
Examples: Weather behaviour, light behaviour, physics behaviour, individual NPC behaviour, trap behaviour, etc.
|