I\'m making a HTML5 Canvas Game with a rectangle that moves around the canvas. The objective is to dodge multiple Balls moving across the canvas for as long as possible. But i\'
Here’s how to integrate a timer into your game:
Set the startingTime just before you start the game ticker:
/* Do the function, call every 20 milliseconds*/
startTime=new Date();
Draw the elapsed time whenever playGame is called:
/* MAIN GAME */
function playGame()
{
g.clearRect(0, 0, canvas.width, canvas.height); //Clear canvas at start.
player.draw();
for (var i = 0; i < 8; i++)
{
ball[i].move();
ball[i].draw();
}
// draw the score
drawElapsedTime();
}
And finally, draw the final score when the game is over:
drawFinalScore();
alert("GAME OVER");
Also, I noticed you left the game ticker running even after the game ended. Here’s how to turn off the ticker:
// turn on the ticker and get a reference to the object
var theInterval=setInterval(playGame, 20);
// turn off the ticker
clearInterval(theInterval);
And…check out the new requestAnimationFrame ticker. It’s much more efficient and resource friendly than the older setInterval ticker. Here’s a link for requestAnimationFrame: http://paulirish.com/2011/requestanimationframe-for-smart-animating/
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/8qKht/
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