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?
setInterval? There are certainly some issues to be aware of, like a non-linear clock but at least this allows you to 'sleep' a bit.