Deprecated: this doesn't work as well as I'd like it to, and would be better off rewritten :)
A variant of canvas-fit that handles some extra magic for you: adjusting the scale of the canvas to maintain smooth framerates.
As of version 2.x.x
, the approach for scaling has changed slightly to make
it more predictable.
Returns a resize
function you can use to update the size of the canvas to
fit within its parent element. Takes the following options:
parent
: the parent element to fit within. Defaults to the canvas' parent element.scales
: an array of scales to attempt. Defaults to[0.25, 0.5, 1, devicePixelRatio]
.target
: a two-element array containing the target framerates โ the first element is the maximum rate before reducing scale, and the second is the minimum before increasing it again. Defaults to[55, 59]
.fps
: a custom function that should return the current framerate. Optional.gap
: the amount of frames to wait between rescales. Defaults to 60.auto
: automatically resize/rescale the canvas in response to window resizes and framerate changes respectively. Defaults totrue
, set tofalse
to disable.sensitivity
: the amount of sensitivity for canvas rescales. Set to0
to ignore rescales, and1
to make them immediate. It's recommended you choose a figure around0.01
, which is the default.
updated
is called every time the canvas size is changed โ pass your render
function in here to avoid the screen flickering every time your canvas is
resized.
If you're using auto: false
, call this method once per frame to check the
canvas' framerate and update the scale accordingly.
Read-only property to get the current scale of the canvas.
The most recent framerate captured.
Manually trigger a resize of the canvas. Useful, for example, when resizing the screen.
MIT. See LICENSE.md for details.