[NTLUG:Discuss] Javascript and 'onMouseMove' events.
Steve Baker
steve at sjbaker.org
Sun Feb 1 19:46:52 CST 2009
I've been playing with writing a browser-based game in JavaScript (using
'canvas' graphics) recently. I want to use a full-color shape instead of
the mouse cursor - so I'm using 'onMouseMove' events and redrawing the
shape as needed. Everything works as programmed - but the timing is
terrible.
The cursor will alternately track smoothly for about a half second -
then freeze for another half second. Suspecting performance problems, I
started trimming the game code back and back until I had NOTHING but a
simple sprite redraw in the 'onMouseMove' event...and the result is the
same.
I know my sprite redraws are fast enough because during the half second
where everything works OK they track nicely. If I were to draw an 'X' in
the onMouseMove function and then move the mouse rapidly from left to
right, I'd get something like:
XXXXXX XXXXX XXXXXX XXXXXXX XXXXXXX
I'm doing this in FireFox on OpenSuse 11.0 64bit on a really fast
computer - but I've seen the same behavior on other systems too.
Is there something inherent in the scheduling of browsers that makes
this inevitable - or is there some 'trick' to make this work OK?
Thanks...
-- Steve.
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