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ridder

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A straightforward game engine for simple data-driven games in JavaScript

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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); }); }