This line within turtle.js is a jquery call:
$(this.canvas).fadeIn();
You might replace it with a more direct
this.canvas.display='block' (although I'm not certain that works... it
may require opacity changes), but I think the reason for this may be a
bug that I also encountered, where some browsers (like Firefox) do not
properly refresh the canvas, and the hack is to change something to
get it to redraw (for instance, change opacity to 0.9, then back to
1.0), except it actually has to do the redraw (if you change opacity
to 0.9 and then right back to 1.0, the browser knows nothing really
changed and doesn't bother with the redraw), and one way to do that is
to use the jquery animation to make sure it happens.
Alternately, you'd need something like:
this.canvas.style.opacity = 0.9
setTimer(1,'this.canvas.style.opacity=1.0')
This forces the redraw on the first, and immediately does the second.
But... jquery also takes care of all of the variations on opacity
needed for different browers.
Me, I'm fine with the requirement that turtle needs jquery, because I
use it anyway for other stuff.