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rider-screensaver's Issues

screen refresh rate is slow - WebGL - WebWorker

Especially increasing dimensions factor the refresh-rate of the image pixels slows down.

None of the operation made on 'indexes', 'pals', 'mainPals', 'mainIdx' seems to influence this value.
Neither turning on or off the 'displaypalettes' functionality seems to weight particularly on the refresh-rate.

It seems that the problam is due to imageData.data access.
Probably this is due to the fact that 'imageData' operations are done by the CPU instead of the Graphic card.
Maybe a solution shuold be to use WebGL methods for graphics.
Another attempt to resolve the problem could be made moving some functionality to a Web Worker.

Loading screen

Add a loading screen with a progression bar showing the status of resources loading process

bug #1

tutte le entry della prima palette colori di ogni livello di parallasse mutano i colori non appena avvenga uno shift tra palettes.
la cosa causa una velocizzazione nel cambiamento del colore che è esponenziale quando debba avvenire uno shift dei colori tra dalla palette 7 alla 0

Resize + Canvas centering

create a Window Resize management function that calculate the new position of the Canvas.
The canvas will be finally positioned vertically and orizontally centered.

Keyboard Management

insert a user input (keyboard) management function to let the user change the warp time factor (UP & DOWN arrow keys) and the velActor value.

Debug funciton via console

Hide all Debug content and permit user to show them up using particulars function call through web console.

  • show/hide FRAMECOUNTER;
  • show/hide PALETTEs ;

Credits

add credits section with links!

defineClass() + Namespaces + Modules

Improve JavaScript code creating a particular utility function called defineClass. This class will help creating classes and will be useful for future projects.

Move code from the main.js file to additional specifically created files. These files will contain all the code related to a particular functionality/class/etc...

Use Namespaces and Modules

master Clock

Ogni funzione e ogni metodo che operi un update e che abbia bisogno di lavorare con il tempo, provvede autonomamente a calcolare l'intervallo di tempo trascorso dall'ultimo momento in cui lo stesso metodo sia stato invocato. In sostanza ognuna di queste entità calcola il tempo indipendentemente dalle altre, il che può causare delle perdite di sicronicità tra update dei diversi elementi di gioco.

Quello di cui abbiamo bisogno è un 'metronomo' virtuale, una sorta di 'master clock' che sia totalmente indipendente. Esso sarà il solo a preoccuparsi delle operazioni relative al tempo e che saprà fornire a tutti i metodi che ne abbiano bisogo un valore (espresso in millisecondi) unico e invariabile per tutto il corso del singolo ciclo di update/draw.

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