There is nothing fancy about it, GameLoop just calls update() and render() of added Objects by defined frames per second. The default frames per second are 60, you can change it by calling:
GameLoop.fps(30);
Lets start with creating the basic HTML:
<html>
<head>
<title>Basic HTML</title>
<script src="gameloop.min.js"></script>
<!-- your scripts -->
</head>
<body>
<canvas height="640" width="480" id="yourCanvasId"></canvas>
</body>
</html>
Initialize GameloopJS
GameLoop.init('yourCanvasId');
Like mentioned before GameLoop mainly takes care of the update circles. So your object should have the two functions update and render.
Update will be called before render.
// Example: Bouncing Box
// @desc red square that moves
// down until it hits the canvas height
// or up until it hits the 0 point of the canvas
var YourObject = function() {
var render,
update,
position,
speed = 1;
position = {
x: 50,
y: 50
};
render = function() {
var ctx = GameLoop.context();
ctx.fillStyle = "red";
ctx.fillRect(this.position.x,this.position.y,50,50);
};
update = function() {
canvas = GameLoop.canvas();
if(position.y >= canvas.height - 50 /* height of the rectangle */){
speed = -1;
} else if(position.y <= 0){
speed = 1;
}
this.position.y += speed * GameLoop.deltaTime();
};
return {
render: render,
update: update
};
};
Now all you have to do is to create an instance of our new Object and add it to the GameLoop
// add your object
var yourObject = new YourObject();
GameLoop.addObject(yourObject);
Start the loop
GameLoop.start();
Stop the loop
GameLoop.stop();
For smooth movement use deltaTime():
GameLoop.deltaTime();
Canvas:
var canvas = GameLoop.canvas;
Context:
var ctx = GameLoop.context;
GameLoopJS is still in an early stage of development and may change in future versions.
The MIT License (MIT)
Copyright (c) 2013-2014 Markus Waitl
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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