console.warn("Deprecated call to simulatePlayer");
cycle.update(timestep);
}
functiongetGoing()
{
if(!engine.gameRunning)game();
if(!engine.renderRunning)render();
}
functionpauseRender()
{
engine.paused=true;//cuts off the loop
engine.startOfPause=performance.now();
audioStop();
}
functionunpauseRender()
{
for(varctrlinengine.controls)
{
engine.controls[ctrl]=[];
}
//renderLoop = true;//replaces cutoff
if(engine.paused)
{
engine.paused=false;
audioStart();
engine.lastGameTime=engine.lastRenderTime=engine.fpsTime=performance.now();//resets delta so we don't pretend the game should have been playing the entire time we were paused