// A cross-browser requestAnimationFrame
// See https://hacks.mozilla.org/2011/08/animating-with-javascript-from-setinterval-to-requestanimationframe/
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
// Create the canvas
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 512;
canvas.height = 480;
document.body.appendChild(canvas);
// The main game loop
var lastTime;
function main() {
var now = Date.now();
var dt = (now - lastTime) / 1000.0;
update(dt);
render();
lastTime = now;
requestAnimFrame(main);
};
function init() {
terrainPattern = ctx.createPattern(resources.get('img/terrain.png'), 'repeat');
document.getElementById('play-again').addEventListener('click', function() {
reset();
});
reset();
lastTime = Date.now();
main();
}
resources.load([
'img/sprites.png',
'img/terrain.png'
]);
resources.onReady(init);
// Game state
var player = {
pos: [0, 0],
sprite: new Sprite('img/sprites.png', [0, 0], [39, 39], 16, [0, 1])
};
var bullets = [];
var enemies = [];
var explosions = [];
var lastFire = Date.now();
var gameTime = 0;
var isGameOver;
var terrainPattern;
var score = 0;
var scoreEl = document.getElementById('score');
// Speed in pixels per second
var playerSpeed = 200;
var bulletSpeed = 500;
var enemySpeed = 100;
// Update game objects
function update(dt) {
gameTime += dt;
handleInput(dt);
updateEntities(dt);
// It gets harder over time by adding enemies using this
// equation: 1-.993^gameTime
if(Math.random() < 1 - Math.pow(.993, gameTime)) {
enemies.push({
pos:...
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