ridder
Version:
A straightforward game engine for simple data-driven games in JavaScript
35 lines (34 loc) • 1.45 kB
JavaScript
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
import { setupCanvas } from "./canvas.js";
import { resetInputs, setupInput } from "./input.js";
import { clearBackground, resetTransform } from "./render.js";
import { setupState, updateState } from "./state.js";
/**
* Run the game with your logic updates and rendering.
*/
export function run(c) {
return __awaiter(this, void 0, void 0, function* () {
setupCanvas(c.width, c.height);
setupInput();
yield c.setup();
setupState();
const tick = () => {
if (updateState()) {
clearBackground();
resetTransform();
c.update();
resetInputs();
}
requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
});
}