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index.html
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87 lines (68 loc) · 2.23 KB
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<!DOCTYPE html>
<html>
<body>
<canvas id="canvas" width="800" height="600" style="border:1px solid #d3d3d3;"> Your browser does not support the
HTML5 canvas tag.</canvas>
<script src="util.js"></script>
<script src="gameConfig.js"></script>
<script src="levelController.js"></script>
<script src="collisionDetection.js"></script>
<script src="obstacle.js"></script>
<script src="car.js"></script>
<script src="traffic.js"></script>
<script src="tree.js"></script>
<script src="scenario.js"></script>
<script src="score.js"></script>
<script src="game.js"></script>
<script>
Game.initialize();
Game.run = (function () {
var loops = 0;
var maxFrameSkip = 10;
var nextGameTick = (new Date).getTime();
var points = 0.0;
return function () {
loops = 0;
while ((new Date).getTime() > nextGameTick) {
Game.update();
nextGameTick += Game.skipTicks;
loops++;
points++;
if (Game.skipTicks > 0.8) {
Game.skipTicks = 1000 / Game.fps;
}
}
Game.draw(points);
};
})();
(function () {
var onEachFrame;
if (window.webkitRequestAnimationFrame) {
onEachFrame = function (cb) {
var _cb = function () {
cb();
webkitRequestAnimationFrame(_cb);
}
_cb();
};
}
else if (window.mozRequestAnimationFrame) {
onEachFrame = function (cb) {
var _cb = function () {
cb();
mozRequestAnimationFrame(_cb);
}
_cb();
};
}
else {
onEachFrame = function (cb) {
setInterval(cb, 1000 / 60);
}
}
window.onEachFrame = onEachFrame;
})();
window.onEachFrame(Game.run);
</script>
</body>
</html>