Created
August 27, 2012 00:07
-
-
Save nhunzaker/3484542 to your computer and use it in GitHub Desktop.
JS: requestAnimationFrame Loop Pattern
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
TIME BASED ANIMATION: | |
--------------------- | |
To keep things moving at a constant time-based rate instead of varying | |
frame-based, multiply your movement by APP.deltaTime | |
BAD: 100 pixels per frame (BOO... movement is tied to framerate) | |
var velocity = 100; | |
BETTER: 100 pixels per second (Horray! Framerate independence!) | |
var velocity = 100 * APP.deltaTime; | |
EXAMPLE: | |
thing.x += velocity // moves thing at 100 pixels per second | |
*/ | |
var APP = APP || {}; | |
APP.update = function() { | |
// var velocity = 100 * APP.deltaTime; | |
// thing.x += velocity; | |
}; | |
// Creating a new function on EVERY frame is expensive. Let's fix that: | |
APP._frame = function() { | |
APP.now = Date.now(); | |
APP.delta = APP.now - APP.then; | |
APP.deltaTime = APP.delta / 1000; // Converts to seconds (optional) | |
APP.then = APP.now; | |
APP.update(); | |
APP.loop(); | |
} | |
APP.loop = function() { | |
APP.animationFrameLoop = window.requestAnimationFrame(APP._frame); | |
}; | |
APP.pause = function() { | |
window.cancelAnimationFrame(APP.animationFrameLoop); | |
}; | |
APP.resume = function() { | |
APP.then = Date.now(); | |
APP.loop(); | |
}; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment