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uloop

v0.2.1

Published

Game loop

Downloads

8

Readme

uloop

This library provides a simple game loop implementation, based on this article.

The idea is to separate the update and render steps of the game loop, triggering updates at a fixed interval, but renders at the maximum possible frequency. On top of this, multiple updates may be dispatched before a single render, in order to allow for the game to catch up after a lag spike.

The library works in both browser and Node environments. In a browser, it uses requestAnimationFrame to trigger the loop. In Node, it uses setImmediate.

Usage

import { loop } from "uloop"

// This starts the loop, triggering an `update` ~30 times a second, 
// and triggering `render` as often as possible.
// The `loop` function returns a `handle` which may be used to stop the loop.
// After stopping a loop, it must be restarted by calling `loop` again.
let handle = loop(30,
    // Run anything not directly related to rendering in the `update` function,
    // everything else goes into the `render` function.
    function update() {
        updatePhysics(); // Update positions, rotations, ...
        updateAI(); // AI pathing, decision trees, ...
        if (winCondition()) {
            showLeaderboard();
            handle.stop();
        }
    },
    function render(weight) {
        // The idea is to use the weight, which is a value between 0 and 1, 
        // to interpolate between the previous and current game state.
        // This creates the illusion of smooth movement, even if the
        // movement updates only happen 30 times a second.
        const state = interpolate(lastState, currentState, weight);
        draw(state);
    }
);