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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);
});
if (game.nextLevel) {
game.loadLevel(game.nextLevel);
game.nextLevel = false;
}
requestAnimationFrame(game.loop);
}
game.initialize = () => {
[game.entities, game.config] = game.loadLevel(game.levels[0]);
game.systemOrder = ["render", "physics", "gridSystem", "keyboardInput"];
game.systems = {
render: game.system.Render(game.graphics),
physics: game.system.Physics(),
gridSystem: game.system.GridSystem({...game.config}),
keyboardInput: game.system.KeyboardInput(),
};
lastTimeStamp = performance.now()
requestAnimationFrame(game.loop);
}
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