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let lastTimeStamp;
game.loop = (timeStamp) => {
let elapsedTime = timeStamp - lastTimeStamp;
lastTimeStamp = timeStamp;
game.systemOrder.map((i) => {
game.systems[i].update(elapsedTime, game.entities);
});
requestAnimationFrame(game.loop);
}
game.initialize = () => {
game.systemOrder = ["render", "physics", "gridSystem", "keyboardInput"];
game.systems = {
render: game.system.Render(game.graphics),
physics: game.system.Physics(),
gridSystem: game.system.GridSystem({
xDim: 15,
yDim: 15,
canvasWidth: game.canvas.width,
canvasHeight: game.canvas.height,
}),
keyboardInput: game.system.KeyboardInput(),
};
game.entities = {};
Array(400).fill(null).forEach((_, i) => {
const bigBlue = game.createBigBlue();
bigBlue.addComponent(game.components.GridPosition({x: Math.floor(Math.random() * 15), y: Math.floor(Math.random() * 13)}));
bigBlue.addComponent(game.components.Pushable());
game.entities[bigBlue.id] = bigBlue;
});
game.rock = game.createRock();
game.rock.addComponent(game.components.Position({x: 200, y: 200}));
game.rock.addComponent(game.components.GridPosition({x: 0, y: 0}));
game.rock.addComponent(game.components.Controllable({controls: ['left', 'right', 'up', 'down']}));
game.rock.addComponent(game.components.Pushable());
game.entities[game.rock.id] = game.rock;
lastTimeStamp = performance.now()
requestAnimationFrame(game.loop);
}
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