HTML and CSS Reference
In-Depth Information
The FrameRateCounter Object Prototype
Arcade games such as Asteroids and Geo Blaster Basic rely on fast processing and screen
updates to ensure all game-object rendering and game-play logic are delivered to the
player at a reliable rate. One way to tell whether your game is performing up to par is
to employ the use of a frame rate per second (FPS) counter. Below is a simple one that
can be reused in any game you create on the canvas:
//*** FrameRateCounter object prototype
function FrameRateCounter() {
this.lastFrameCount = 0;
var dateTemp = new Date();
this.frameLast = dateTemp.getTime();
delete dateTemp;
this.frameCtr = 0;
}
FrameRateCounter.prototype.countFrames=function() {
var dateTemp = new Date();
this.frameCtr++;
if (dateTemp.getTime() >=this.frameLast+1000) {
ConsoleLog.log("frame event");
this.lastFrameCount = this.frameCtr;
this.frameLast = dateTemp.getTime();
this.frameCtr = 0;
}
delete dateTemp;
}
Our game will create an instance of this object and call the countFrames() function on
each frame tick in our update() function. We will write out the current frame rate in
our render() function.
Example 8-11 shows these functions by adding code to Example 8-10 . Make sure you
add the definition of the FrameRateCounter prototype object to the code in Exam-
ple 8-10 under the canvasApp() function but before the final <script> tag. Alternatively,
you can place it in its own <script\> tags, or in a separate .js file and set the URL as the
src= value of a <script> tag. For simplicity's sake, we will keep all our code in a single
file.
Example 8-11 contains the definition for our FrameRateCounter object prototype, as
well as the code changes to Example 8-10 that are necessary to implement it.
Example 8-11. The FrameRateCounter is added
function update() {
x = x+movingX;
y = y+movingY;
frameRateCounter.countFrames();
}
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