fix: add frame factor calculations
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This commit is contained in:
2026-06-26 22:23:47 +05:00
parent 0928eba0e3
commit ec01e1ce56
7 changed files with 42 additions and 26 deletions
+6 -5
View File
@@ -230,7 +230,7 @@ function update() {
if (gameState !== "playing") return;
if (wavePauseActive) {
wavePauseTimer--;
wavePauseTimer -= frameFactor;
if (wavePauseTimer <= 0) {
wavePauseActive = false;
waveEnemiesLeft = getEnemiesPerWave();
@@ -239,7 +239,7 @@ function update() {
}
}
} else if (waveEnemiesLeft > 0) {
spawnTimer++;
spawnTimer += frameFactor;
const spawnInterval = CONFIG.game.waveInterval / getEnemiesPerWave();
if (spawnTimer >= spawnInterval) {
spawnEnemy();
@@ -248,7 +248,7 @@ function update() {
}
}
waveTimer++;
waveTimer += frameFactor;
if (waveTimer >= CONFIG.game.waveInterval && !wavePauseActive && waveEnemiesLeft <= 0) {
wave++;
waveTimer = 0;
@@ -283,7 +283,7 @@ function update() {
}
if (shakeTimer > 0) {
shakeTimer--;
shakeTimer -= frameFactor;
shakeAmount *= 0.9;
}
}
@@ -329,7 +329,8 @@ function draw() {
ctx.restore();
}
function loop() {
function loop(timestamp) {
calcDt(timestamp);
update();
draw();
if (gameLoopStarted) {