Static
fpsThe average number of frames per second in gametime
Static
fpsThe average number of frames per second in realtime
Static
framesThe number of frames triggered so far
Static
timeThe gametime elapsed since the last loop cycle
Static
timeThe realtime elapsed since the last loop cycle
Static
timeThe gametime the last loop cycle started
Static
timeThe realtime the last loop cycle started
Static
timeThe gametime the loop was started, overwritten at each start
Static
timeThe realtime the loop was started, overwritten at each start
See EventTarget.addEventListener for reference. Works with EventListenerUnified and EventUnified
Optional
_options: boolean | AddEventListenerOptionsSee EventTarget.dispatchEvent for reference. Works with with EventUnified
See EventTarget.removeEventListener for reference. Works with EventListenerUnified and EventUnified
Optional
_options: boolean | AddEventListenerOptionsStatic
addStatic
continueStatic
dispatchStatic
removeStatic
startStarts the loop with the given mode and fps.
The default for _mode is FRAME_REQUEST, see LOOP_MODE, hooking the loop to the browser's animation frame.
Is only applicable in TIME-modes.
_syncWithAnimationFrame is experimental and only applicable in TIME-modes, deferring the loop-cycle until the next possible animation frame.
Static
stop
Core loop of a FUDGE application. Initializes automatically and must be started explicitly. It then fires EVENT.LOOP_FRAME to all added listeners at each frame
Author
Jirka Dell'Oro-Friedl, HFU, 2019