Sets whether the game is paused. The game is still told to handle input, update itself and render. This is simply a flag that should be set whenever a "pause" screen is displayed. It stops the "in-game timer" until the game is unpaused.
Returns the length of time the game has been played so far. This is "playable time;" that is, time in which the user is playing, and the game is not paused or in a "not updating" state (such as the main frame not having focus).
Clears the screen.
The color to clear the screen with.
If unspecified, this.clearScreenColor is used.
Returns a random number between 0 and
number, exclusive.
The upper bound, exclusive.
The random number.
Resets the "playtime in milliseconds" timer back to 0.
Starts the game loop.
Called during each tick to update game logic. The default implementation checks for a shortcut key to toggle the FPS display before delegating to the current game state. Subclasses can override, but typically update logic is handled by game states.
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A base class for a game.