I have successfully implemented an infinite loop animation using setInterval. However, I want to enhance the performance by switching to requestAnimationFrame(). Unfortunately, the function supplied to requestAnimationFrame() is not being called for some r ...
Surprisingly, Internet Explorer is actually performing the way I want it to in this case :-) I developed a function for SVG animations using requestAnimationFrame (for simplicity, I left out the value calculations here ... but my initial test involved an ...
I am currently working on a project where I am drawing a sin wave on a canvas and adding movement to it. export class CanvasComponent implements OnInit { @ViewChild('canvas', { static: true }) canvas: ElementRef<HTMLCanvasElement>; ctx: Canva ...
I'm currently working on animating two different objects: a square and a circle. Each object has its own button to initiate the animation, which involves moving the object from left to right. However, I've run into an issue where clicking on one button cau ...
I am currently working on a HTML5 Canvas and JavaScript game. Initially, the frames per second (fps) are decent, but as the game progresses, the fps starts decreasing. It usually starts at around 45 fps and drops to only 5 fps. Here is my current game loo ...
Trying to figure out the best method for moving game characters in my JavaScript game - should I go with window.webkitRequestAnimationFrame or stick with setInterval? Any advice is appreciated! ...
In my application, I have a canvas that dynamically adjusts its CSS size based on the window size. The main gameplay loop in my code looks like this: run = function(){ console.log(timerDiff(frameTime)); game.inputManage(); game.logics(); ...
Can you explain the purpose of using this specific "if" statement in relation to requestAnimationFrame? if (!window.requestAnimationFrame) window.requestAnimationFrame = function(callback, element) { var currTime = new Date().getTime ...