I start the loop
function gameLoop(){
update();
draw();
requestAnimFrame(gameLoop);
}
var requestAnimFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 1);
};
Thanks.
Here is a link to a fiddle for the complete code: complete code
Thanks
rAF is locked to monitor's sync, typically 60 Hz, so we can't adjust the FPS for it in itself (browser may reduce FPS when tab is inactive or on batteries).
Also, what you are trying to change is the fallback for the poly-fill; that is: if rAF is not supported in the browser it will instead use setTimeout
. However, most browsers nowadays do support rAF (even un-prefixed) so the setTimeout
will never be used.
You can do two things:
setTimeout
directly (when testing)Example:
var FPS = 1;
function testLoop() {
... ordinary code
setTimeout(testLoop, 1000/FPS);
}
Example:
var framesToSkip = 60,
counter = 0;
function loop() {
if (counter < framesToSkip) {
counter++;
requestAnimationFrame(loop);
return;
}
/// do regular stuff
counter = 0;
requestAnimationFrame(loop);
}
There are most likely better ways to implement throttling, but I am trying to just show the basic principle. This will still run at full speed, 60 FPS, but your code will do minimal of operations and only when the counter has reached its count will it execute the main code.
You do not need to clear the canvas each time if what you draw next will cover previously drawn content, or if you want to keep it of course. You can also clear a portion to optimize further, if needed.