Is there a simple way to make a game loop in JavaScript? something like...
onTimerTick() {
// update game state
}
requestAnimationFrame is a great alternative available in most browsers now. It does what you're doing with setInterval, but in a baked in way. Probably the nicest thing about it is that it only runs while your tab is focused. That could be a reason not to use it if you want things to run in the background, but often (especially for render loops that only matter when seen) it's great to not be using resources when the tab's not active.
Usage is pretty simple:
function gameLoop(){
window.requestAnimationFrame(gameLoop);
Game.update();
}
I hate to post on old threads, but this is a top google result for "javascript game loop" so it really needs to include requestAnimationFrame.
Pollyfill for old browsers copied from paulirish:
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame']
|| window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
Deeper explanation and usage tips on creativeJS