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javascript
2 years ago
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<!DOCTYPE html> <html> <head> <style> canvas { border: 1px solid black; } </style> </head> <body> <canvas id="myCanvas" width="400" height="400"></canvas> <script> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); // Game state let gameObjects = []; // Game loop variables let lastTime = 0; let deltaTime = 0; function update(deltaTime) { // Update game logic, physics, etc. based on the deltaTime gameObjects.forEach(gameObject => { // Example: Move the game object gameObject.x += gameObject.velocityX * deltaTime; gameObject.y += gameObject.velocityY * deltaTime; }); } function render() { // Clear canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Render game objects gameObjects.forEach(gameObject => { // Example: Draw a rectangle for each game object ctx.fillRect(gameObject.x, gameObject.y, gameObject.width, gameObject.height); }); } function gameLoop(timestamp) { // Calculate deltaTime deltaTime = (timestamp - lastTime) / 1000; // Convert to seconds // Update game logic update(deltaTime); // Render game objects render(); // Store current timestamp as lastTime for the next frame lastTime = timestamp; // Request the next frame requestAnimationFrame(gameLoop); } // Example usage: // Create game objects gameObjects.push({ x: 50, y: 50, width: 50, height: 50, velocityX: 100, velocityY: 80 }); gameObjects.push({ x: 200, y: 100, width: 80, height: 40, velocityX: -60, velocityY: 120 }); // Start the game loop requestAnimationFrame(gameLoop); </script> </body> </html>
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