StaticfpsThe average number of frames per second in gametime
StaticfpsThe average number of frames per second in realtime
StaticframesThe number of frames triggered so far
StatictimeThe gametime elapsed since the last loop cycle
StatictimeThe realtime elapsed since the last loop cycle
StatictimeThe gametime the last loop cycle started
StatictimeThe realtime the last loop cycle started
StatictimeThe gametime the loop was started, overwritten at each start
StatictimeThe 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 | AddEventListenerOptionsStaticaddStaticcontinueContinue running the loop
StaticdispatchDispatch an event on targetStatic.
StaticremoveStaticstartStarts 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.
StaticstopStops the loop
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