requestanimationframe

Calculate FPS in Canvas using requestAnimationFrame

|▌冷眼眸甩不掉的悲伤 提交于 2019-11-26 17:37:00
问题 How could I calculate the FPS of a canvas game application? I've seen some examples, but none of them use requestAnimationFrame, and im not sure how to apply their solutions there. This is my code: (function(window, document, undefined){ var canvas = document.getElementById("mycanvas"), context = canvas.getContext("2d"), width = canvas.width, height = canvas.height, fps = 0, game_running = true, show_fps = true; function showFPS(){ context.fillStyle = "Black"; context.font = "normal 16pt

requestAnimationFrame

耗尽温柔 提交于 2019-11-26 14:44:34
requestAnimationFrame 采用系统时间间隔,保持最佳绘制效率,一般浏览器重绘频率为1000ms/60帧是16.7ms;所以一旦小于这个值,浏览器就会重复绘制消耗性能; const timer = time=> console.log('animation called at' , time) // 这样就会在同一帧内绘制了两次动画 requestAnimationFrame(timer) requestAnimationFrame(timer) 所以在一些高频绘制的场景比如scroll等,就会造成过度绘制的问题; window.addEventListener('scroll', e => { requestAnimationFrame(time => { timer(time) }) }) 解决方法:通过requestAnimationFrame来管理队列,其思路就是保证requestAnimationFrame的队列里,同样的回调函数只有一个; let s = () => { let bool; if (bool) { return } bool = true ; requestAnimationFrame(time => { bool = false ; timer(time); }) } window.addEventListener( 'scroll',

How to use requestAnimationFrame?

大憨熊 提交于 2019-11-26 12:08:52
问题 I\'m new to animation, but I have recently created an animation using setTimeout . The FPS was too low, so I found a solution to use requestAnimationFrame , described in this link. So far, my code is: //shim layer with setTimeout fallback window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function */ callback){

Why doesn't jQuery use requestAnimationFrame?

感情迁移 提交于 2019-11-26 11:59:47
问题 Some browsers support requestAnimationFrame , so why not use it? After all, it\'s been supported since Google Chrome 10. Despite that, jQuery does not seem to be using it. I\'ve found a bug report about it, but no real explanation was given? I\'m sure the jQuery people have their reasons, though. Why wouldn\'t they use this awesome API? 回答1: In ticket #9381 you can read why they stopped using requestionAnimationFrame after some time. To summarize, problems were that animations didn't run

Controlling fps with requestAnimationFrame?

醉酒当歌 提交于 2019-11-26 05:55:35
It seems like requestAnimationFrame is the de facto way to animate things now. It worked pretty well for me for the most part, but right now I'm trying to do some canvas animations and I was wondering: Is there any way to make sure it runs at a certain fps? I understand that the purpose of rAF is for consistently smooth animations, and I might run the risk of making my animation choppy, but right now it seems to run at drastically different speeds pretty arbitrarily, and I'm wondering if there's a way to combat that somehow. I'd use setInterval but I want the optimizations that rAF offers

Controlling fps with requestAnimationFrame?

耗尽温柔 提交于 2019-11-26 03:25:54
问题 It seems like requestAnimationFrame is the de facto way to animate things now. It worked pretty well for me for the most part, but right now I\'m trying to do some canvas animations and I was wondering: Is there any way to make sure it runs at a certain fps? I understand that the purpose of rAF is for consistently smooth animations, and I might run the risk of making my animation choppy, but right now it seems to run at drastically different speeds pretty arbitrarily, and I\'m wondering if