Using setInterval with requestAnimationFrame
The problem is that the browser is still only capable of doing one thing at a time. So, if it's rendering, it can't update the position.
When doing stuff to support variable framerates, you should always use Delta Timing. It works something like this:
requestAnimationFrame(function(e) { document.getElementById('status').innerHTML = "Delta time: "+e; // lag randomly while(Math.random() > 0.0000001) {} requestAnimationFrame(arguments.callee);});
<div id="status"></div>
As you can see (hopefully), regardless of framerate, the delta time shown goes up consistently. This means you can do, for example, angleFromStart = e/1000*Math.PI*2;
and your dot will orbit at precisely 60 RPM.
var angle=0, radian=Math.PI/180;var canvas=document.getElementById("canvas"), context=canvas.getContext("2d");context.shadowColor="black";context.shadowBlur=100;requestAnimationFrame(function draw(e) { angle = e/1000*Math.PI*2; var x=canvas.width/2+Math.cos(angle)*canvas.width/4, y=canvas.height/2+Math.sin(angle)*canvas.height/4; context.clearRect(0, 0, canvas.width, canvas.height); context.beginPath(); context.arc(x, y, 5, 0, Math.PI*2); context.closePath(); for(var i=0; i<255; i++) { context.fill(); } requestAnimationFrame(draw);});
#canvas { border: 1px solid black;}
<canvas id="canvas"></canvas>
PS: I love the new Stack Snippet feature!