The below code (I just gave a snippet of working code) animates a few images based on time. Something like a Flash animation where at certain times images start to move at certain times or frame count. My question is , is there a better way to do this ? I know I can use something other than setInterval . I am calculating the elapsed time and setting off images based on the time interval.
It is the ClassLoadImages.prototype.m_draw which is the issue.
function doGameLoop() {
ctx.clearRect(0,0,600,400);
now = new Date();
totalSeconds = (now - start) / 1000;
last = now;
ctx.fillText("totalSeconds=" +totalSeconds ,10,100);
if (totalSeconds>2 && totalSeconds<6)
{
img2.m_draw(130);
}
if (totalSeconds>4 && totalSeconds<8)
{
img3.m_draw2(230);
}
if (totalSeconds>10){
start = new Date();//start again
}
img.m_draw(30);
// fi++;
}
var img= new ClassLoadImages(30,30);
var img2= new ClassLoadImages(30,30);
var img3= new ClassLoadImages(30,30);
</script>