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game.loop = (timeStamp) => {
if (!game.running) {
return;
}
let elapsedTime = timeStamp - game.lastTimeStamp;
game.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("particles") && !game.entities[id].hasComponent("alive")) {
delete game.entities[id];
}
}
requestAnimationFrame(game.loop);
};
game.toggleRunning = () => {
game.running = !game.running;
};
game.startLoop = () => {
game.running = true;
game.lastTimeStamp = performance.now();
requestAnimationFrame(game.loop);
};
game.loadSystems = () => {
game.systemOrder = ["grid", "collision", "physics", "keyboardInput", "particle", "logic", "undo", "render"];
game.systems = { };
game.systems.physics = game.system.Physics(),
game.systems.grid = game.system.Grid(game.entitiesGrid);
game.systems.collision = game.system.Collision(game.entitiesGrid);
game.systems.render = game.system.Render(game.graphics);
game.systems.particle = game.system.Particle(game.canvas.context);
game.systems.keyboardInput = game.system.KeyboardInput();
game.systems.logic = game.system.Logic(game.entitiesGrid);
game.systems.undo = game.system.Undo(game.entitiesGrid, game.systems.logic, game.systems.grid);
game.systems.menu = game.system.Menu();
};
game.loadLevelIndex = (level) => {
game.level = level;
[game.entities, game.config] = game.loadLevel(game.levels[game.level]);
// Maintained by grid system as a side-effect
game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
game.loadSystems();
};
game.initialize = () => {
game.loadLevelIndex(0);
game.startLoop();
};
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