

The first statement creates a function as a global variable called main().
#Z viber fishing code
The above chunk of code has two statements. Calling the next requestAnimationFrame early ensures the browser receives it on time to plan accordingly even if your current frame misses its VSync window. That is not by accident and it is considered best practice. Note: In each of the main() methods discussed here, we schedule a new requestAnimationFrame before performing our loop contents. If something looks like it should be attached to a more infrequent event then it is often a good idea to break it out of the main loop (but not always). Of course, your game will only be as optimized as you make it. Modern JavaScript - as described in the next sections - thankfully makes it easy to develop an efficient, execute-once-per-frame main loop. It might even loop based on something else entirely. It might require both input and simulated time. Your game loop might be similar to the find the differences example and base itself on input events. If your game loops based on time then this will be its authority that your simulations will adhere to.īut it might not need per-frame control. This once-per-frame model is implemented in something called a main loop. The same principles as above apply with a slight twist: each frame of animation progresses the cycle and any change in user input is caught at the first available turn. Other games demand control over each of the smallest possible individual timeslices.
#Z viber fishing update
This is more of a turn-based approach that doesn't demand a constant update every frame, only when the player reacts. The game loop is advanced by the user's input and sleeps until they provide it. finally, they calculate an updated scene resulting from that input.

These games present two images to the user they accept their click (or touch) they interpret the input as a success, failure, pause, menu interaction, etc.

Imagine that you are developing a "find the differences between these two similar pictures"-type game. Some games drive this cycle by user input.

Not surprisingly, this pattern corresponds to how a game engine is programmed. Games are constantly looping through these stages, over and over, until some end condition occurs (such as winning, losing, or exiting to go to bed). The goal of every video game is to present the user(s) with a situation, accept their input, interpret those signals into actions, and calculate a new situation resulting from those acts.
