increase input polling
This commit is contained in:
parent
479a115d0e
commit
5e64e83649
141
dist/tetrion.js
vendored
141
dist/tetrion.js
vendored
@ -496,8 +496,8 @@ var UserInputs = {
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// Direction Pad
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gamepadDPadDown(finds) {
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var DAS = 10.0;
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var ARR = 5.0;
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var DAS = 30.0;
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var ARR = 20.0;
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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//console.log("but: " + this.gpButtons + " prev but:" + this.prevGpButtons);
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@ -539,14 +539,16 @@ var UserInputs = {
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// keyboard keys z,x,space
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processKeyDown(key)
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{
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var deciDAS = 10;
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var deciARR = 15
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var deciDAS = 50.0;
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var deciARR = 50.0;
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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// todo: fix this mess
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key] && this.isKeyBoardKeyDown == true) {
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this.isKeyboardKeyDown = false;
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if(this.keyboardKeys[key] == true)
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this.inputqueue.push(key);
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this.keyboardKeys[key] = false;
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}
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var keyboardDASFrames = this.keyboardButtonsDeciframes;
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@ -574,8 +576,8 @@ var UserInputs = {
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},
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// Direction arrows
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processKeyboardArrowKeys(key) {
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var DAS = 30.0;
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var ARR = 0.0;
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var DAS = 50.0;
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var ARR = 20.0;
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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@ -603,10 +605,12 @@ var UserInputs = {
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},
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keyDown(event) {
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this.keyboardKeys[event.keyCode] = true;
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this.isKeyBoardKeyDown = true;
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},
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keyUp(event) {
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this.isKeyDown = false;
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this.keyboardKeys[event.keyCode] = false;
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this.isKeyBoardKeyDown = false;
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},
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gamepadButtonClear() {
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gpButtons = [];
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@ -820,6 +824,7 @@ Tetris.prototype = {
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this.currentTime = this.startTime;
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this.prevTime = this.startTime;
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this.levelTime = this.startTime;
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this.prevInputTime = this.startTime;
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this.shapeQueue = [];
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this.hintQueue = [];
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this.holdQueue = [];
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@ -828,14 +833,15 @@ Tetris.prototype = {
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views.setLevel(this.level);
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views.setScore(this.score);
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views.setGameOver(this.isGameOver);
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//openers.reset();
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this._draw();
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},
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//Start game
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start: function() {
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this.running = true;
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window.requestAnimationFrame(utils.proxy(this._refresh, this));
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window.requestAnimationFrame(utils.proxy(this._refresh, this));
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//window.requestAnimationFrame(utils.proxy(this._refresh, this));}
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},
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//Pause game
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pause: function() {
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@ -908,6 +914,9 @@ Tetris.prototype = {
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},
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/*_processCollisions: function {
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},*/
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// Draw game data
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_draw: function() {
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canvas.drawScene();
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@ -920,56 +929,63 @@ Tetris.prototype = {
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let clone = Object.assign(Object.create(Object.getPrototypeOf(this.shape)), this.shape);
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//todo: put in collision detsction
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var bottomY = clone.bottomAt(this.matrix);
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//clone.color = "#ffffff";
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canvas.drawGhostShape(clone, bottomY);
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}
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canvas.drawMatrix(this.matrix);
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},
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// Refresh game canvas
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_refresh: function() {
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if (!this.running) {
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return;
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}
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this.currentTime = new Date().getTime();
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var deltaTime = this.currentTime - this.prevTime;
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// Render Shape
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_renderShape: function()
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{
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this._draw();
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},
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_processInput: async function(deltaTime) {
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var tenthOfFrame = 1.6//1;//1.6; // 1.6ms = 1 fram
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var halfFrame = 8.0//5;//8.0;
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var halfFramePlus = 10.0;//10.0;
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// TODO: put in web worker--limited to 60fps here
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if(deltaTime >= 1) { // needs to be 600hz
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if(deltaTime >= tenthOfFrame) { // needs to be 600hz // 16 / 10
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inputs.incDeciframes();
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//console.log(deltaTime / 600.0);
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}
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if(deltaTime >= 1) {
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if(deltaTime >= tenthOfFrame) {
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inputs.updateGamepad();
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inputs.processGamepadDPad();
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inputs.processGamepadInput();
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}
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// drain gamepad queue
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if(deltaTime > 5)
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if(deltaTime > halfFrame) // 8 millisecons
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{
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while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
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var curkey = inputs.gamepadQueue.shift();
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if(curkey == "DPad-Left") {
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this.shape.goLeft(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == "DPad-Right") {
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this.shape.goRight(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == "A") {
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this.shape.rotate(this.matrix);
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this._draw();
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this._renderShape();
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//this._draw();
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}
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if(curkey == "B") {
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this.shape.rotateClockwise(this.matrix);;
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this._draw();
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this.shape.rotateClockwise(this.matrix);
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this._renderShape();
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//this._draw();
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}
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if(curkey == "DPad-Down") {
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this.shape.goDown(this.matrix);
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this._draw();
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this._renderShape();
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//this._draw();
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}
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if(curkey == "RB") {
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this.shape.goBottom(this.matrix);
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@ -977,10 +993,12 @@ Tetris.prototype = {
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}
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if(curkey == "LB") {
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this.pushHoldStack();
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//this._renderShape();
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this._update();
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}
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if(curkey == "DPad-Up") {
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this.popHoldStack();
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//this._renderShape();
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this._update();
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}
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if(curkey == "Back") {
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@ -996,46 +1014,49 @@ Tetris.prototype = {
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//inputs.gamepadButtonClear();
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// Do keyboard
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if(deltaTime > 1) // 120hz
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if(deltaTime > tenthOfFrame) // 120hz
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{
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inputs.processKeys();
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}
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if (deltaTime > 1) { // 60hz
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if (deltaTime > tenthOfFrame) { // 60hz
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inputs.processKeyShift();
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// Keyboard inputs
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while((inputs.inputqueue != undefined && inputs.inputqueue.length >= 1)){
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var curkey = inputs.inputqueue.shift();
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if(curkey == 37) {
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this.shape.goLeft(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == 39){
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this.shape.goRight(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == 40) {
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this.shape.goDown(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == 90) {
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this.shape.rotate(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == 88){
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this.shape.rotateClockwise(this.matrix);;
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this._draw();
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this._renderShape();
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}
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if(curkey == 32) {
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this.shape.goBottom(this.matrix);
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//this._renderShape();
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this._update();
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}
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if(curkey == 16) {
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this.pushHoldStack();
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//this._renderShape();
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this._update();
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}
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if(curkey == 17) {
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this.popHoldStack();
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//this._renderShape();
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this._update();
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}
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if(curkey == 81) {
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@ -1055,21 +1076,61 @@ Tetris.prototype = {
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}
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if(deltaTime >= 10)
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if(deltaTime >= halfFramePlus)
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inputs.saveKeyboardKeys();
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if(deltaTime >= 1)
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if(deltaTime >= tenthOfFrame)
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inputs.saveButtons();
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if (deltaTime > this.interval) {
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this._update();
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this.prevTime = this.currentTime;
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this._checkLevel();
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},
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sleep: function(ms) {
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return new Promise(resolve => setTimeout(resolve, ms));
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},
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// Refresh game canvas
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_refresh: async function() {
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if (!this.running) {
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return;
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}
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this.currentTime = new Date().getTime();
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var curInputTime = new Date().getTime();
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var prevCounterTime = curInputTime;
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var deltaInputTime = 0;
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var deltaCounterTime = 0;
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// Process input as many times as possible in a frame--60hz hopefully
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while(deltaCounterTime <= 16) { // 16.666ms = 1 frame
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deltaCounterTime = curInputTime - prevCounterTime;
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deltaInputTime = curInputTime - this.prevInputTime;
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this._processInput(deltaInputTime);
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await this.sleep(1);
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curInputTime = new Date().getTime();
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}
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this.prevInputTime = curInputTime;
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var deltaLevelTime = this.currentTime - this.prevTime;
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//if(deltaGameTime < 16) this._refresh();
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// Render Level
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if (deltaLevelTime > this.interval) {
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this._update();
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this._checkLevel(this.prevTime = this.currentTime);
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}
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// Draw Frame
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if (!this.isGameOver) {
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window.requestAnimationFrame(utils.proxy(this._refresh, this));
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}
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},
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// Update game data
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@ -37,14 +37,15 @@
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<body>
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<iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/wttfW2?gui=&t=10&paused=false&muted=false" allowfullscreen></iframe>
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<!--https://www.shadertoy.com/embed/wttfW2?gui=&t=10&paused=false&muted=false-->
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<!--<iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/WldfWX?gui=&t=10&paused=false&muted=false" allowfullscreen></iframe>-->
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<!--
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<script>
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document.getElementById("bg").width = window.innerWidth;
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document.getElementById("bg").height = window.innerHeight;
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</script>
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-->
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<div id="tetris">
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<canvas id="scene"></canvas>
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18
src/input.js
18
src/input.js
@ -76,8 +76,8 @@ var UserInputs = {
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// Direction Pad
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gamepadDPadDown(finds) {
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var DAS = 10.0;
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var ARR = 5.0;
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var DAS = 30.0;
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var ARR = 20.0;
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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//console.log("but: " + this.gpButtons + " prev but:" + this.prevGpButtons);
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@ -119,14 +119,16 @@ var UserInputs = {
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// keyboard keys z,x,space
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processKeyDown(key)
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{
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var deciDAS = 10;
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var deciARR = 15
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var deciDAS = 50.0;
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var deciARR = 50.0;
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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// todo: fix this mess
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key] && this.isKeyBoardKeyDown == true) {
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this.isKeyboardKeyDown = false;
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if(this.keyboardKeys[key] == true)
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this.inputqueue.push(key);
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this.keyboardKeys[key] = false;
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}
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var keyboardDASFrames = this.keyboardButtonsDeciframes;
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@ -154,8 +156,8 @@ var UserInputs = {
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},
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// Direction arrows
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processKeyboardArrowKeys(key) {
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var DAS = 30.0;
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var ARR = 0.0;
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var DAS = 50.0;
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var ARR = 20.0;
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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@ -183,10 +185,12 @@ var UserInputs = {
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},
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keyDown(event) {
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this.keyboardKeys[event.keyCode] = true;
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this.isKeyBoardKeyDown = true;
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},
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keyUp(event) {
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this.isKeyDown = false;
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this.keyboardKeys[event.keyCode] = false;
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this.isKeyBoardKeyDown = false;
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},
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gamepadButtonClear() {
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gpButtons = [];
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123
src/main.js
123
src/main.js
@ -173,6 +173,7 @@ Tetris.prototype = {
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this.currentTime = this.startTime;
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this.prevTime = this.startTime;
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this.levelTime = this.startTime;
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this.prevInputTime = this.startTime;
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this.shapeQueue = [];
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this.hintQueue = [];
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this.holdQueue = [];
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@ -181,14 +182,15 @@ Tetris.prototype = {
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views.setLevel(this.level);
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views.setScore(this.score);
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views.setGameOver(this.isGameOver);
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//openers.reset();
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this._draw();
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},
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//Start game
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start: function() {
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this.running = true;
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window.requestAnimationFrame(utils.proxy(this._refresh, this));
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window.requestAnimationFrame(utils.proxy(this._refresh, this));
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//window.requestAnimationFrame(utils.proxy(this._refresh, this));}
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},
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//Pause game
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pause: function() {
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@ -261,6 +263,9 @@ Tetris.prototype = {
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},
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/*_processCollisions: function {
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},*/
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// Draw game data
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_draw: function() {
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canvas.drawScene();
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@ -273,56 +278,63 @@ Tetris.prototype = {
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let clone = Object.assign(Object.create(Object.getPrototypeOf(this.shape)), this.shape);
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//todo: put in collision detsction
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var bottomY = clone.bottomAt(this.matrix);
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//clone.color = "#ffffff";
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canvas.drawGhostShape(clone, bottomY);
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}
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canvas.drawMatrix(this.matrix);
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},
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// Refresh game canvas
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_refresh: function() {
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if (!this.running) {
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return;
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}
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this.currentTime = new Date().getTime();
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var deltaTime = this.currentTime - this.prevTime;
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// Render Shape
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_renderShape: function()
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{
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this._draw();
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},
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_processInput: async function(deltaTime) {
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var tenthOfFrame = 1.6//1;//1.6; // 1.6ms = 1 fram
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var halfFrame = 8.0//5;//8.0;
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var halfFramePlus = 10.0;//10.0;
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// TODO: put in web worker--limited to 60fps here
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if(deltaTime >= 1) { // needs to be 600hz
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if(deltaTime >= tenthOfFrame) { // needs to be 600hz // 16 / 10
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inputs.incDeciframes();
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//console.log(deltaTime / 600.0);
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}
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if(deltaTime >= 1) {
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if(deltaTime >= tenthOfFrame) {
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inputs.updateGamepad();
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inputs.processGamepadDPad();
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inputs.processGamepadInput();
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}
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// drain gamepad queue
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if(deltaTime > 5)
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if(deltaTime > halfFrame) // 8 millisecons
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{
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while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
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var curkey = inputs.gamepadQueue.shift();
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if(curkey == "DPad-Left") {
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this.shape.goLeft(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == "DPad-Right") {
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this.shape.goRight(this.matrix);
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this._draw();
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this._renderShape();
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}
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if(curkey == "A") {
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this.shape.rotate(this.matrix);
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this._draw();
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this._renderShape();
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//this._draw();
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}
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if(curkey == "B") {
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this.shape.rotateClockwise(this.matrix);;
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this._draw();
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this.shape.rotateClockwise(this.matrix);
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this._renderShape();
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//this._draw();
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}
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if(curkey == "DPad-Down") {
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this.shape.goDown(this.matrix);
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this._draw();
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this._renderShape();
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//this._draw();
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}
|
||||
if(curkey == "RB") {
|
||||
this.shape.goBottom(this.matrix);
|
||||
@ -330,10 +342,12 @@ Tetris.prototype = {
|
||||
}
|
||||
if(curkey == "LB") {
|
||||
this.pushHoldStack();
|
||||
//this._renderShape();
|
||||
this._update();
|
||||
}
|
||||
if(curkey == "DPad-Up") {
|
||||
this.popHoldStack();
|
||||
//this._renderShape();
|
||||
this._update();
|
||||
}
|
||||
if(curkey == "Back") {
|
||||
@ -349,46 +363,49 @@ Tetris.prototype = {
|
||||
//inputs.gamepadButtonClear();
|
||||
|
||||
// Do keyboard
|
||||
if(deltaTime > 1) // 120hz
|
||||
if(deltaTime > tenthOfFrame) // 120hz
|
||||
{
|
||||
inputs.processKeys();
|
||||
}
|
||||
|
||||
if (deltaTime > 1) { // 60hz
|
||||
if (deltaTime > tenthOfFrame) { // 60hz
|
||||
inputs.processKeyShift();
|
||||
// Keyboard inputs
|
||||
while((inputs.inputqueue != undefined && inputs.inputqueue.length >= 1)){
|
||||
var curkey = inputs.inputqueue.shift();
|
||||
if(curkey == 37) {
|
||||
this.shape.goLeft(this.matrix);
|
||||
this._draw();
|
||||
this._renderShape();
|
||||
}
|
||||
if(curkey == 39){
|
||||
this.shape.goRight(this.matrix);
|
||||
this._draw();
|
||||
this._renderShape();
|
||||
}
|
||||
if(curkey == 40) {
|
||||
this.shape.goDown(this.matrix);
|
||||
this._draw();
|
||||
this._renderShape();
|
||||
}
|
||||
if(curkey == 90) {
|
||||
this.shape.rotate(this.matrix);
|
||||
this._draw();
|
||||
this._renderShape();
|
||||
}
|
||||
if(curkey == 88){
|
||||
this.shape.rotateClockwise(this.matrix);;
|
||||
this._draw();
|
||||
this._renderShape();
|
||||
}
|
||||
if(curkey == 32) {
|
||||
this.shape.goBottom(this.matrix);
|
||||
//this._renderShape();
|
||||
this._update();
|
||||
}
|
||||
if(curkey == 16) {
|
||||
this.pushHoldStack();
|
||||
//this._renderShape();
|
||||
this._update();
|
||||
}
|
||||
if(curkey == 17) {
|
||||
this.popHoldStack();
|
||||
//this._renderShape();
|
||||
this._update();
|
||||
}
|
||||
if(curkey == 81) {
|
||||
@ -408,21 +425,61 @@ Tetris.prototype = {
|
||||
}
|
||||
|
||||
|
||||
if(deltaTime >= 10)
|
||||
if(deltaTime >= halfFramePlus)
|
||||
inputs.saveKeyboardKeys();
|
||||
|
||||
if(deltaTime >= 1)
|
||||
if(deltaTime >= tenthOfFrame)
|
||||
inputs.saveButtons();
|
||||
|
||||
if (deltaTime > this.interval) {
|
||||
this._update();
|
||||
|
||||
this.prevTime = this.currentTime;
|
||||
this._checkLevel();
|
||||
},
|
||||
sleep: function(ms) {
|
||||
return new Promise(resolve => setTimeout(resolve, ms));
|
||||
},
|
||||
// Refresh game canvas
|
||||
_refresh: async function() {
|
||||
|
||||
if (!this.running) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentTime = new Date().getTime();
|
||||
|
||||
|
||||
var curInputTime = new Date().getTime();
|
||||
var prevCounterTime = curInputTime;
|
||||
var deltaInputTime = 0;
|
||||
var deltaCounterTime = 0;
|
||||
|
||||
// Process input as many times as possible in a frame--60hz hopefully
|
||||
while(deltaCounterTime <= 16) { // 16.666ms = 1 frame
|
||||
deltaCounterTime = curInputTime - prevCounterTime;
|
||||
deltaInputTime = curInputTime - this.prevInputTime;
|
||||
this._processInput(deltaInputTime);
|
||||
await this.sleep(1);
|
||||
curInputTime = new Date().getTime();
|
||||
}
|
||||
|
||||
this.prevInputTime = curInputTime;
|
||||
var deltaLevelTime = this.currentTime - this.prevTime;
|
||||
|
||||
|
||||
|
||||
|
||||
//if(deltaGameTime < 16) this._refresh();
|
||||
|
||||
// Render Level
|
||||
|
||||
|
||||
if (deltaLevelTime > this.interval) {
|
||||
this._update();
|
||||
this._checkLevel(this.prevTime = this.currentTime);
|
||||
}
|
||||
|
||||
// Draw Frame
|
||||
if (!this.isGameOver) {
|
||||
window.requestAnimationFrame(utils.proxy(this._refresh, this));
|
||||
}
|
||||
|
||||
|
||||
},
|
||||
// Update game data
|
||||
|
@ -1 +1 @@
|
||||
"python3 -m http.server"
|
||||
python3 -m http.server
|
||||
|
Loading…
Reference in New Issue
Block a user