requestanimationframe

Javascript - Can't Adjust FrameRate - requestanimationframe

我们两清 提交于 2019-12-20 12:38:23
问题 I start the loop function gameLoop(){ update(); draw(); requestAnimFrame(gameLoop); } var requestAnimFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 1); }; I can't adjust the frame rate. It is always really fast. Why can't I change it to 1 frame a second. I want to do this just for testing purposes. Do I

How to use requestAnimationFrame to animate multiple squares in a loop

情到浓时终转凉″ 提交于 2019-12-20 05:21:31
问题 I am using HTML canvas to draw multiple squares. I have 2 functions: 1) draw a square and 2) draw multiple squares inside a loop. Now I want to animate these squares using requestAnimationFrame to draw these square one at a time. How can I achieve this. Here is a jsFiddle var canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'); function rect(x, y, w, h) { ctx.beginPath(); ctx.rect(x, y, w, h); ctx.stroke(); } function drawRect(number, size) { for (var i = 0; i <= number;

How to use requestAnimationFrame to animate multiple squares in a loop

本小妞迷上赌 提交于 2019-12-20 05:21:26
问题 I am using HTML canvas to draw multiple squares. I have 2 functions: 1) draw a square and 2) draw multiple squares inside a loop. Now I want to animate these squares using requestAnimationFrame to draw these square one at a time. How can I achieve this. Here is a jsFiddle var canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'); function rect(x, y, w, h) { ctx.beginPath(); ctx.rect(x, y, w, h); ctx.stroke(); } function drawRect(number, size) { for (var i = 0; i <= number;

requestAnimationFrame not working as expected

安稳与你 提交于 2019-12-20 03:35:09
问题 I'm trying to implement debouncing in React on the resize event, using requestAnimationFrame and wrote the following simple CodePen: https://codepen.io/robloche/pen/RmLjZV But the behaviour is not consistent across Chrome (v75), Firefox (v67) and Edge (v42), although the MDN states that it should be. When I resize the window, quickly dragging the edge back and forth, here's what's displayed in the console: Chrome Firefox Edge Only edge behaves as I expected. Am I misunderstanding something or

Prevent requestAnimationFrame from running all the time

♀尐吖头ヾ 提交于 2019-12-19 04:46:25
问题 I'd like to know how to call the animate function through requestAnimationFrame only when it's realy needed. Currently the animate is called all the time what generates an overhead I guess. I already tried inside my animate function to compare targetRadius and the inital radius and return false once they are the same. Unfortunately this doesn't work at all. Can someone explain me how to solve that? jsfiddle HTML: <canvas id="ddayCanvas" width="288" height="288" data-image="http://www

requestAnimationFrame [now] vs performance.now() time discrepancy

烈酒焚心 提交于 2019-12-18 16:49:11
问题 Assumptions: rAF now time is calculated at the time the set of callbacks are all triggered. Therefore any blocking that happens before the first callback of that frame is called doesn't affect the rAF now and it's accurate--at least for that first callback. Any performance.now() measurements made before a rAF set is triggered should be earlier than rAF now . Test: Record before (a baseline time before anything happens). Set the next rAF. Compare rAF now and actual performance.now() to before

How can I pass argument with requestAnimationFrame?

 ̄綄美尐妖づ 提交于 2019-12-18 03:54:37
问题 In the main program I randomly choose an object which I'd like to animate, so I call the function with the object as the argument. The first loop is okay, x is finely set, but in the next turn it becomes undefined . Something like this: var anim = { mainFunc: function(x) { anim.update(x); anim.redraw(x); window.requestAnimationFrame(anim.mainFunc); }, update: function(x) { }, redraw: function(x) { } }; var n=Math.floor(Math.random() * (ArrayOfAnimObject.length)); anim.mainFunc

Grass like smoothing animation on beziercurve?

て烟熏妆下的殇ゞ 提交于 2019-12-17 18:31:08
问题 This is what I am trying to achieve--GRASS Animation(Desired animation) This is where the project is standing currently --My hair animation This is a more structurised code of the above code --My hair animation(by markE)--markE`s code of hair animation PROBLEM:-- I am able to give movements to hairs but animation should be more like wavy grass like freeflowing.Its not very smooth now.What can be done to make the hairs flow in more natural manner. Please provide me with a small sample if

Get frame numbers in HTML5 Video

霸气de小男生 提交于 2019-12-17 18:21:49
问题 I am trying to capture each frame number of the video however it looks like there is no way of achieving it. So I started my own clock to match the frame numbers of the video but they never match and the difference keeps increasing as the video progress. Please have a look at my bin. http://jsbin.com/dopuvo/4/edit I have added the frame number to each frame of the video from Adobe After Effect so I have more accurate information of the difference. The Video is running at 29.97fps and the

小程序Canvas性能优化实战

梦想与她 提交于 2019-12-12 20:50:13
以下内容转载自totoro的文章《小程序Canvas性能优化实战!》 作者:totoro 链接: https://blog.totoroxiao.com/canvas-perf-mini/ 来源: https://blog.totoroxiao.com/ 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。 腾讯位置服务基于微信提供的小程序插件能力,专注于(围绕)地图功能,打造一系列小程序插件,可以帮助开发者简单、快速的构建小程序,是您实现地图功能的最佳伙伴。目前微信小程序插件提供 路线规划、地铁图、地图选点 等服务! 案例背景 需求: 在小程序中使用canvas组件绘制地铁图,地铁图包括地铁线路、站点图标、线及站点名称文字,绘制元素为线、圆、图片、文字。 支持拖动平移和双指缩放。 问题: 小程序中的canvas性能有限,特别在交互的过程中不断触发重绘会引发严重卡顿。 基本实现 在不考虑优化的情况下,先说说如何实现绘制和交互。 数据格式 首先看看数据,服务返回的数据中每个元素都是独立的,包括该元素的样式及坐标 // 线路数据 lineData = { path: [x0, y0, x1, y1, ...], strokeColor, strokeWidth } // 站点数据:分为普通站点和换乘站点 // 普通站点绘制简单圆形 stationData = { x,