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72 lines (60 loc) · 1.35 KB
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/**
* Loop: A fixed FPS browser game loop.
*
* Usage:
* Loop.run(yourgame);
*
* 'yourgame' must define update() and draw() members.
*
* @author Rafael Odon <odon.rafael@gmail.com>
*/
var Loop = {
fps: 30,
paused: false,
lastTime: 0,
ellapsedTime: 0,
lag: 0,
animationFrame: undefined,
game: undefined
}
Loop.run = function (game) {
this.game = game;
this.animationFrame = window.requestAnimationFrame(Loop.loop);
}
Loop.loop = function (time) {
var intTime = parseInt(time);
if (!Loop.lastTime) {
Loop.lastTime = intTime;
}
Loop.ellapsedTime = intTime - Loop.lastTime;
Loop.lastTime = intTime;
Loop.lag += Loop.ellapsedTime;
while (Loop.lag > 1000 / Loop.fps) {
Loop.update();
Loop.lag -= 1000 / Loop.fps;
}
Loop.draw();
if (!Loop.paused) {
Loop.animationFrame = window.requestAnimationFrame(Loop.loop);
}
}
Loop.update = function () {
if (this.game) {
this.game.update();
}
}
Loop.draw = function () {
if (this.game) {
this.game.draw();
}
}
Loop.togglePausePlay = function () {
this.paused = !this.paused;
if (this.paused) {
window.cancelAnimationFrame(Loop.animationFrame);
console.log("pausing...")
} else {
console.log("resuming...")
Loop.run(this.game);
}
}