Initial Source Commit
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64
lib/game/Game.dart
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64
lib/game/Game.dart
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import 'dart:html';
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class Game {
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List<List<Color>> grid;
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CanvasElement canvas;
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CanvasRenderingContext2D ctx;
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double _oscill = 0.0;
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bool _fwd = true;
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Game(CanvasElement this.canvas) {
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grid = buildGrid(5,5, new Color(255, 100, 255));
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ctx = this.canvas.getContext('2d');
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}
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void update([num dt]) {}
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void draw([num interp]) {
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// CanvasRenderingContext2D ctx = this.canvas.getContext('2d');
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// print(grid.toString());
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int brickW = (canvas.width ~/ grid[0].length);
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int brickH = (canvas.height ~/ grid.length);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for(int y=0;y<grid.length;y++) {
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for(int x=0;x<grid[y].length;x++) {
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Color col = grid[y][x];
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ctx.setFillColorRgb(col.r, col.g, col.b);
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ctx.fillRect(x*brickW, y*brickH, brickW, brickH);
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}
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}
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}
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Color _oscillate(Color) {
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}
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List<List<Color>> buildGrid(int w, int h, Color col) {
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List<List<Color>> grid = new List(h);
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for(int y = 0; y< h; y++) {
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grid[y] = new List(w);
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for(int x = 0; x< w; x++) {
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grid[y][x] = col;
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}
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}
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return grid;
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}
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}
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class Color {
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final int r;
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final int g;
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final int b;
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const Color(this.r, this.g, this.b);
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}
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// Create 2d array
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// fill with random colors
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// cycle colors
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// set one color to random new one
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8
lib/game/LoopExample.dart
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8
lib/game/LoopExample.dart
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import 'package:browserloop/game/Game.dart';
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abstract class LoopExample{
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Game game;
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void stop() {}
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void start() {}
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}
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64
lib/src/00-oldcode.dart
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64
lib/src/00-oldcode.dart
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import 'dart:html' as html;
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import 'dart:math' as math;
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html.CanvasRenderingContext2D ctx;
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html.CanvasElement el;
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math.Random rng = new math.Random();
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int GRIDNUM = 10;
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int animID = 0;
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// These are the functions to start the animation and stop the animation.
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// (They are connected to the start/stop buttons in the demo setup.)
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var _stop = () => html.window.cancelAnimationFrame(animID);
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var _start = () => html.window.requestAnimationFrame(eventloop);
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// This is what ticks every frame of the animation.
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void eventloop(currentTime) {
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print(currentTime.toString());
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ctx.setFillColorRgb(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
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int BRICKSIZE = (el.width ~/ GRIDNUM);
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int x = rng.nextInt(GRIDNUM) * BRICKSIZE;
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int y = rng.nextInt(GRIDNUM) * BRICKSIZE;
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ctx.fillRect(x, y, (BRICKSIZE), (BRICKSIZE));
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animID = html.window.requestAnimationFrame(
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eventloop); // recursive call to our eventloop - calls it forever as soon as browser is willing to give us his time
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}
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void main() {
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_demoSetup();
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}
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//buttons and canvas setup
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void _demoSetup() {
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el = new html.CanvasElement(width: 480, height: 480);
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html.querySelector('#basic_output').append(el);
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ctx = el.getContext('2d');
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var _clear = () {
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_stop();
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ctx.setFillColorRgb(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
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ctx.fillRect(0, 0, el.width, el.height);
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ctx.setFillColorRgb(rng.nextInt(255), rng.nextInt(255), rng.nextInt(255));
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};
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var _changeGrid = (int delta) {
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_clear();
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int newgrid = GRIDNUM + delta;
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GRIDNUM = (newgrid == 0) ? GRIDNUM : newgrid;
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_start();
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};
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_clear();
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html.querySelector('#basic_start').onClick.listen((e) {
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print('started');
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_stop();
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_start();
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});
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html.querySelector('#basic_stop').onClick.listen((e) => _stop());
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html
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.querySelector('#basic_reset')
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.onClick
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.listen((e) => _clear());
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html.querySelector('#basic_plus').onClick.listen((e) => _changeGrid(-5));
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html.querySelector('#basic_minus').onClick.listen((e) => _changeGrid(5));
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}
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31
lib/src/01-WhileLoop.dart
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31
lib/src/01-WhileLoop.dart
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import 'package:browserloop/game/Game.dart';
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import 'package:browserloop/game/LoopExample.dart';
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/// The most basic update loop possible.
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///
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/// Best not to use this loop since it has a tendency to
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/// crash your browser and not load correctly at all.
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/// The way to get this to run would be the setInterval method
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/// simple is either through setInterval in Javascript:
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/// https://www.w3schools.com/howto/howto_js_animate.asp
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/// or through the Timer API in Dart, especially
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/// with Timer.periodic(16, callbackFunction);
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/// To see how I got it running for the example,
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/// see file 02-AnimationFrameWhile.dart
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class WhileLoop implements LoopExample {
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Game game;
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WhileLoop(Game this.game) {
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eventloop();
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}
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void eventloop() {
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while(true) {
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game.update();
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}
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}
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void update() {
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print("i am updating");
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}
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}
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32
lib/src/02-AnimationFrameWhile.dart
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32
lib/src/02-AnimationFrameWhile.dart
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import 'dart:html';
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import 'package:browserloop/game/Game.dart';
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import 'package:browserloop/game/LoopExample.dart';
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/// The most basic update loop possible.
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///
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/// Note that this is technically cheating since it is using
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/// animationFrames to improve browser performance for the examples in the
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/// blog post. The real, actual simplest code is in file 01-WhileLoop.dart
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class WhileLoop implements LoopExample {
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Game game;
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num id;
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WhileLoop(Game this.game) {
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window.requestAnimationFrame(eventloop);
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}
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void eventloop(num time) {
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game.update();
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game.draw();
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id = window.requestAnimationFrame(eventloop);
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}
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void stop() {
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window.cancelAnimationFrame(id);
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}
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void start() {
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window.requestAnimationFrame(eventloop);
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}
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}
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52
lib/src/03-FixedLoopVariableRender.dart
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52
lib/src/03-FixedLoopVariableRender.dart
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import 'dart:html';
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import 'package:browserloop/game/Game.dart';
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import 'package:browserloop/game/LoopExample.dart';
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class FixedLoopVariableRender implements LoopExample {
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static final double MS_PER_UPDATE = 1000.0;
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static final double SAFE_GUARD = 500.0;
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Stopwatch elapsed = new Stopwatch();
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double lag = 0.0;
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Game game;
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num id;
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FixedLoopVariableRender(this.game) {
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elapsed.start();
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window.requestAnimationFrame(eventloop);
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}
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void eventloop(num time) {
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lag += elapsed.elapsedMilliseconds;
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elapsed.reset();
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while (lag >= MS_PER_UPDATE && elapsed.elapsedMilliseconds < SAFE_GUARD) {
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update();
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lag -= MS_PER_UPDATE;
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}
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render(lag / MS_PER_UPDATE);
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id = window.requestAnimationFrame(eventloop);
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}
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void update() {
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print('updating');
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game.update();
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return;
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}
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void render(double interp) {
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print('rendering, interp:$interp');
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game.draw(interp);
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return;
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}
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void stop() {
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window.cancelAnimationFrame(id);
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}
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void start() {
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window.requestAnimationFrame(eventloop);
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}
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}
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