fix gameloop resuming after 5 seconds, stop updating the scene while paused

master
Josha von Gizycki 7 years ago
parent 3ae3a8299e
commit 1493b0f1a1

@ -9,7 +9,7 @@
{:canvas (.getElementById js/document "gamecanvas")
:ctx (.getContext (.getElementById js/document "gamecanvas") "2d")
:target-fps 40
:running true
:continue? true
:timing {;; msecs of previous frame
:prev 0
;; msecs of current frame
@ -57,30 +57,32 @@
(defn update-scene
"updates the current scene using its udpate function"
[gamestate]
(let [scenekey (:scene gamestate)
scenedata (get-in gamestate [:scenes scenekey])
updatefunc (:update scenedata)
newdata (updatefunc gamestate scenedata)]
(assoc-in gamestate [:scenes scenekey] newdata)))
(if-not (:continue? gamestate)
gamestate
(let [scenekey (:scene gamestate)
scenedata (get-in gamestate [:scenes scenekey])
updatefunc (:update scenedata)
newdata (updatefunc gamestate scenedata)]
(assoc-in gamestate [:scenes scenekey] newdata))))
(defn continue-running?
"checks if the gameloop should keep running, based on input"
[gamestate]
(update
gamestate
:running
(fn [running]
:continue?
(fn [continue?]
(cond
(and running
(and continue?
(input/keydown? :Digit2)
(input/keydown? :ControlLeft))
false
(and (not running)
(and (not continue?)
(input/keydown? :Digit3)
(input/keydown? :ControlLeft))
true
:else
true))))
continue?))))
(defn update-step
"updates timing information and the current scene"
@ -134,12 +136,10 @@
;; more accurately
(let [now (get-in newstate [:timing :now])
duration (- (.now js/performance) now)
continue? (:running newstate)
tfps (:target-fps gamestate)
timeout (if continue?
timeout (if (:continue? newstate)
(/
(- 1000 duration)
(:target-fps gamestate))
(:target-fps newstate))
5000)]
(.setTimeout js/window
(fn []

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