I have a complex animation sequence involving fades and transitions in JavaScript. During this sequence, which consists of four elements changing at once, a setTimeout
Several things:
Your timeout is 25ms. This translates to 40fps which is a very high framerate to try to achieve via javascript. Especially for things involving DOM manipulation that may trigger reflows. Increase it to 50 or 60. 15fps should be more than fluid enough for the kinds of animation you're doing. You're not trying to display videos here, just move things around the page.
Don't use strings as the first parameter to setTimeout()
. Especially if you care about performance. That will force javascript to recompile the string each frame of animation. Use a function instead. If you need to pass an argument use an anonymous function to wrap the function you want to execute:
setTimeout(function(){
pageFadeIn(0)
},50);
this will only get compiled once when the script is loaded.
As mentioned by Ben, it is cheaper to use a single setTimeout to schedule the functions. For that matter, code clarity may improve by using setInterval instead (or it may not, depends on your coding style).
Additional answer:
Programming javascript animation is all about optimisation and compromise. It's possible to animate lots of things on the page with little slow-down but you need to know how to do it right and decide what to sacrifice. As an example of just how much can be animated at once is a demo real-time strategy game I wrote a couple of years ago.
Among the things I did to optimize the game are:
The walking soldiers are made up of only two frames of animation and I simply toggle between the two images. But the effect is very convincing nonetheless. You don't need perfect animation, just one that looks convincing.
I use a single setInterval for everything. It's cheaper CPU-wise and easier to manage. Just decide on a base frame rate and then schedule for different animation to start at different times.
Well, that's a lot of javascript (despite the "quadruple-dose of awesomeness" :)
You're firing a lot of setTimeout sequence, I'm not sure how well JS engines are optimised for this.. particularly IE <= 8
Ok, maybe just a rough suggestion... You could maybe write a small timing engine.
Maintain a global object that stores your current running timed events with the function to run, and the delay...
Then have a single setTimeout handler that check against that global object, and decreases the delay at each iteration and call the function when the delay becomes < 0
you global event would looks something like that:
var events = {
fade1 : {
fn : func_name,
delay : 25,
params : {}
}
fadeArrow : {
fn : func_name,
delay : 500,
params : {}
}
slideArrow : {
fn : func_name,
delay : 500,
params : {
arrow:some_value
}
}
}
then create a function to loop through these at an interval (maybe 10 or 20 ms) and decrease your delays until they complete and fire the function with params as a paramer to the function (check Function.call for that).
Once down, fire setTimeout again with the same delay..
To cancel an event just unset the property from the events list..
Build a few method to add / remove queued events, update params and so on..
That would reduce everything to just one timeout handler..
(just an idea)