// To store last timestep
let lastTime: number = 0;
// To store time elapsed between frames
let deltaTime: number = 0;
// Function for the game loop that will be on loop forever.
function gameLoop(currentTime: number): void {
// Calculate deltaTime by subtracting the last timestamp from the current timestamp and converting it to seconds
deltaTime = (currentTime - lastTime) / 1000;
// Update lastTime with the current timestamp
// Call the update function to update game objects based on deltaTime
// Call the render function to render game objects
// Request the next frame by recursively calling gameLoop
requestAnimationFrame(gameLoop);
// Function to update game logic
function update(deltaTime: number): void {
// Placeholder function to update game objects based on deltaTime
// Example: object.position.x += object.velocity.x * deltaTime;
// Example 2: generators.map((generator) => generator.update(deltaTime))
// Function to render game objects
function render(): void {
// Placeholder function to render game objects. You don't need it if you are using frameworks.
// Example: sprite.style.hidden = true or false.
// Start the game loop by requesting the first frame
requestAnimationFrame(gameLoop);