Example #1
0
	    startGame: function() {
			var drawPos = utils.iso(_transitionOffset.x,_transitionOffset.y,0);
			ViewPort.setPosByPlayerPosition(drawPos);
		    
		    this.view.beginGameRender();
		    
		    this.gameReady = false;
		    proxy.addObject("gameReady",false);
		    
		    //Start the game loop
		    requestAnimFrame(this.gameLoop);
	    },
Example #2
0
	    gameLoop: function(t) {
		    window.DEBUG = false;
			
		    //set clock and delta since last frame
		    var dt = t - _currentTime;
		    _currentTime = t;
		    updateFPS(dt);
		    
		    if(!self.gameReady) {
				if(!self.transitioned) {
					var drawPos = utils.iso(_transitionOffset.x,_transitionOffset.y,0);
					ViewPort.setPosByPlayerPosition(drawPos);
					
					if(_transitionOffset.x < self.player.pos.x) _transitionOffset.x += 3;
					if(_transitionOffset.y < self.player.pos.y) _transitionOffset.y += 3;
					
					
					if(_transitionOffset.x >= self.player.pos.x && _transitionOffset.y >= self.player.pos.y) self.initCountdown();
				} else {
					self.updateCountdown(dt);
				}
		    }
		    
		    if(paused) { requestAnimFrame(self.gameLoop); return; }
		    
		    if(self.gameReady) self.updateTimer(dt);
		    
		    //Update all game entities
		    self.update(dt);		    
		    
		    //Update the draw order
		    self.updateDrawOrder();
		    
		    //Draw the game
		    self.draw();
		    			
			if(setSlowTick) { requestAnimFrame(self.slowTick); return; }
		    
		    //fire next loop
		    requestAnimFrame(self.gameLoop);
		    //setTimeout(function(){ self.gameLoop(+new Date); }, 100);
	    },