Fixed the problem with the help of cocco. Basically the onclick
event called the disp
function every time the canvas was clicked. Because the disp
function had a requestAnimationFrame
frame in it, it called it twice as much every second, resulting in the influx of frames. In order to fix I simply got rid of the disp in
canvas.addEventListener
function mouse_up() {
var matches = 0;
var overlap = 69;
mouse.up = false;
console.log("clicked", mouse.x,mouse.y);
disp();
}
You can find the result here: http://jsfiddle.net/5ttGs/