Reputation: 195
I've decided to play around with HTML5's canvas, and of course that means I'm going to try writing a pong game. At the moment, I am trying to figure out how to cap my framerate. This is fairly easy in other languages, but finding a way to delay execution in Javascript seems to be a bit tougher.
Here is what I have so far:
while(true) {
var begin = (new Date()).getTime();
//Draw stuff to the canvas
var end = (new Date()).getTime();
if ((end-begin) < 33.333 ) {
//delay (1000/(30-(end-begin)))
}
}
Obviously, frame rates will be wildly different due to how each javascript engine performs, but I want to cap the maximum framerate at 30FPS. I don't really see how setTimeout() would accomplish this task. What would be the best way to do this?
Upvotes: 2
Views: 13589
Reputation: 7452
There is no delay
/ wait
in JavaScript. You can use functions like window.setTimeout
to call a function after certain time has elapsed, example:
window.setTimeout(function() {
// do something interesting
}, 2000 /* but after 2000 ms */);
Or say you want to paint a frame every 33 ms (~30 fps), you will code it like:
window.setInterval(function() {
// paint my frame
}, 33);
Upvotes: 7