The Game Loop

Every game has a heartbeat. It's an infinite loop that runs 60 times every second, updating the world and drawing it to the screen.

Why do we need a loop?

Unlike a static website, a game is a dynamic simulation. Characters move, physics calculations happen, and inputs are processed constantly. To achieve this, we need a function that runs repeatedly.

In modern HTML5 development, the specialized function for this is requestAnimationFrame.

The Anatomy of a Frame

Each iteration of the loop (a "frame") typically performs three steps:

  1. Update: Calculate new positions, check collisions, process input.
  2. Clear: Wipe the canvas clean from the previous frame.
  3. Draw: Render everything in their new positions.

See it in action

We've prepared a live demo of a basic game loop. You can modify the speed and color instantly.

Open in Playground

The Code

Here is the minimal template for any HTML5 Canvas game:

const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');

let x = 0;

function gameLoop() {
    // 1. UPDATE state
    x += 2; // Move logic
    if (x > canvas.width) x = 0;

    // 2. CLEAR canvas
    ctx.clearRect(0, 0, canvas.width, canvas.height);

    // 3. DRAW everything
    ctx.fillStyle = '#4ade80';
    ctx.fillRect(x, 100, 50, 50);

    // 4. REPEAT
    requestAnimationFrame(gameLoop);
}

// Start the engine!
gameLoop();

Why not setInterval?

You might be tempted to use setInterval(loop, 16). Don't do it! requestAnimationFrame is superior because:

Continue learning: Drawing & movement · Try the playground · See project routes

Before you continue

Direct answer: A game loop repeatedly updates state and then draws the current state. In browsers, requestAnimationFrame is the normal starting point.

What you need first

A canvas and a small object with position data.

After this lesson

You can explain the idea, change the supplied example, and choose the next related lesson.

When to use it

Use requestAnimationFrame for animation tied to painting. Do not assume every screen refreshes at the same speed.

Common mistake

Moving an object by a fixed amount every frame without considering elapsed time.

Try it and check it

This lesson includes its runnable example or code experiment above. Change one value, run it again, and confirm the visible result changes before moving on.

Real game connection

See the loop put to use in the Snake project.

Compatibility: Test in a current Chrome, Firefox, Safari, or Edge browser. Canvas and standard input work broadly in current browsers; audio still needs a user action.

Source and update

Reviewed against MDN Web Docs. Updated 2026-07-14. This page does not claim performance results beyond the local example check.