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let lastTimeStamp;
game.loop = (timeStamp) => {
let elapsedTime = timeStamp - lastTimeStamp;
lastTimeStamp = timeStamp;
const changedIds = new Set();
game.systemOrder.map((i) => {
game.systems[i]
.update(elapsedTime, game.entities, changedIds)
.forEach((id) => changedIds.add(id));
});
for (let id in game.entities) {
if (!game.entities[id].hasComponent("alive")) {
delete game.entities[id];
}
}
requestAnimationFrame(game.loop);
}
game.initialize = () => {
[game.entities, game.config] = game.loadLevel(game.levels[4]);
// Maintained by gridSystem as a side-effect
game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "render"];
game.systems = { };
game.systems.physics = game.system.Physics(),
game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
game.systems.collisionSystem = game.system.Collision(game.entitiesGrid);
game.systems.render = game.system.Render(game.graphics);
game.systems.undo = game.system.Undo(game.entitiesGrid);
game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
lastTimeStamp = performance.now()
requestAnimationFrame(game.loop);
}
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