Created
April 10, 2018 17:46
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startAnimating(function(){ | |
console.log('test') | |
}, 10); | |
function startAnimating(cb, fps) { | |
var stop = false; | |
var frameCount = 0; | |
var fps, fpsInterval, startTime, now, then, elapsed; | |
fpsInterval = 1000 / fps; | |
then = Date.now(); | |
startTime = then; | |
animate(); | |
function animate() { | |
// stop | |
if (stop) { | |
return; | |
} | |
// request another frame | |
requestAnimationFrame(animate); | |
// calc elapsed time since last loop | |
now = Date.now(); | |
elapsed = now - then; | |
// if enough time has elapsed, draw the next frame | |
if (elapsed > fpsInterval) { | |
// Get ready for next frame by setting then=now, but... | |
// Also, adjust for fpsInterval not being multiple of 16.67 | |
then = now - (elapsed % fpsInterval); | |
cb(); | |
// TESTING...Report #seconds since start and achieved fps. | |
var sinceStart = now - startTime; | |
var currentFps = Math.round(1000 / (sinceStart / ++frameCount) * 100) / 100; | |
document.getElementById('results').innerText = "Elapsed time= " + Math.round(sinceStart / 1000 * 100) / 100 + " secs @ " + currentFps + " fps."; | |
} | |
} | |
} |
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