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Jun 14th, 2016
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  1. var renderer;
  2. var spriteBatch;
  3.  
  4. // game loop timing
  5. var nowTick = timestamp();
  6. var dt = 0;
  7. var lastTick;
  8. var step = 1 / 60;
  9.  
  10. var texTest;
  11.  
  12. function main() {
  13.     var canvas = document.getElementById("game-canvas");
  14.    
  15.     renderer = new Renderer(canvas);
  16.     renderer.initialise();
  17.  
  18.     spriteBatch = new SpriteBatch(renderer);
  19.  
  20.     texTest = new Texture(renderer, "client/assets/graphics/misc/cursor.png");
  21.  
  22.     // start game.
  23.     frame();
  24. }
  25.  
  26. function frame() {
  27.     nowTick = timestamp();
  28.     dt = Math.min(1, (nowTick - lastTick) / 1000); // deltaTime in seconds
  29.     while (dt > step) {
  30.         dt = dt - step;
  31.         update(step);
  32.     }
  33.     draw(dt);
  34.     lastTick = nowTick;
  35.     requestAnimationFrame(frame);
  36. }
  37.  
  38. function update(dt) {
  39.  
  40. }
  41.  
  42. function draw(dt) {
  43.     spriteBatch.begin();
  44.  
  45.     for (var i = 0; i < 500; i++) {
  46.         spriteBatch.draw(texTest,
  47.             { x: i, y: 50, width: 26, height: 32 },
  48.             { x: 0, y: 0, width: 26, height: 32 });
  49.     }
  50.  
  51.     spriteBatch.end();
  52. }
  53.  
  54. function timestamp() {
  55.     return window.performance && window.performance.now ? window.performance.now() : new Date().getTime();
  56. }
  57.  
  58. main();
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