URL of the {@link WebSocket}
HTML ID as string where we put how much FPS we got
Callback function ({@link deltaResolution}) to change the raycaster resolution
GameHUD instance.
Mocked {@link window} instance for tests.
Function callback that implements what happens each frame function(time, packetArray, sendCallback)
Callback to resolution change method located in the Renderer class. Has form function(deltaResolution), so by how much we change the resolution.
Where we .innerText put how much FPS we achieved
Counter to keep track of how many frames we achieved in the last second.
A reference to the gamehud
Last frame time in seconds
Counts of dynamic resolution.
Timer sum to eventually check if a second has passed.
For server communication
How aggressive the dynamic resolution iteration is. Ideally between 5 and 20. The higher, the faster the resolution gets turned.
FPS goal ideally met. If below, resolution gets toned down. By resolution we mean bar subdivision of walls rendered on-screen.
Minimum FPS threshold. If the framerate dips below that, dynamic resolution iteration gets triggered.
Maximum amount of resolution iteration steps and seconds until an ideal resolution was found.
Getter for socket state
Set callback function that gets called each frame.
Callback function(time, packetArray, sendCallback)
Triggers dynamic resolution negotiation between game and browser / machine.
Handling of each frame.
Current time.
Restart dynamic resolution negotiation.
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Constructs a new game loop.