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jQuery Game Development Essentials

You're reading from   jQuery Game Development Essentials Learn how to make fun and addictive multi-platform games using jQuery with this book and ebook.

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Product type Paperback
Published in Apr 2013
Publisher Packt
ISBN-13 9781849695060
Length 244 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Selim Arsever Selim Arsever
Author Profile Icon Selim Arsever
Selim Arsever
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Table of Contents (17) Chapters Close

jQuery Game Development Essentials
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. jQuery for Games 2. Creating Our First Game FREE CHAPTER 3. Better, Faster, but not Harder 4. Looking Sideways 5. Putting Things into Perspective 6. Adding Levels to Your Games 7. Making a Multiplayer Game 8. Let's Get Social 9. Making Your Game Mobile 10. Making Some Noise Index

Using requestAnimationFrame instead of timeouts


A new feature has been added quite recently to browsers in order to make animations smoother: requestAnimationFrame. This makes the browser tell you when it's the best possible time to animate your page instead of doing it whenever you feel like it. You would use this instead of registering your callbacks with setInterval or setTimeout.

When you use requestAnimationFrame, it's the browser that decides when it will call the function. Therefore, you'll have to take into account the exact time that passed since the last call. The standard specification used to define this time is milliseconds (like the ones you would get with Date.now()), but it's now given by a high-precision timer.

As there are implementations of those two versions around, and this feature is vendor-prefixed in most browsers, you should use a tool to abstract the dirty details. I would recommend reading these two articles, both of which provide code snippets that you could use...

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