I'm trying to get smooth continuous animation using AngularJS and Snap SVG. I thought I'd solved the problem; my animations run smoothly for several hours. But I left my solution running over the weekend in Chrome, Opera, Safari and Firefox (Internet Explorer cannot run it at all). When I came into work this morning Firefox and Opera had both crashed, and the pages on Chrome and Safari had both frozen.
My animation functions are as follows:
/* the centre of the hub in this drawing */
var hubCentre = "269, 367";
/* the time to complete an animation move */
var moveTime = 100;
/* the Angular module name I'm defining */
var turbineApp = angular.module('spinningTurbine', []);
/* the controller for that module */
turbineApp.controller('turbineController', ['$scope', function ($scope) {
$scope.speed = 0;
$scope.angle = 0;
$scope.height = 150;
/**
* rotate the element with the specified tag about the hub centre location
* to indicate the specified value.
*/
$scope.sweep = function( tag, angle) {
var elt = Snap(tag);
var directive = "r" + angle + ", " + hubCentre;
elt.animate({
transform: directive
}, moveTime);
}
function spinner() {
setTimeout( function() {
$scope.angle += parseFloat($scope.speed);
$scope.sweep( '#blades', $scope.angle);
spinner();
}, moveTime);
}
spinner();
}]);
My question is, does the JavaScript setTimeout() function consume resources (e.g. stack)? Or is Snap SVG consuming resources e.g. by continuously extending the transformation path?
Ideally I want this animation to run indefinitely, so I need either to work out what is causing the browsers to crash or else recode it using a different mechanism. Does Angular JS have other mechanisms for performing a non-terminating loop?
Would a better option be to use $interval()
$interval(function() {
... Do Cool Stuff Here
}, moveTime);
You will need to inject it into your controller..
Related
I am using Angular UI to display Azure map.
I have a requirement of displaying real-time moving points on the azure map like Sample animation. For this I was planning to use 'azure-maps-control' module to animate the points, but unfortunately animation is not working with it.
I found a way that, using azure-maps-animation we can import the .js file and use the animation functionality.
Here is what I am trying
Copied azure-maps-animation.min to assets folder
Added the path of the js file to index.html
<script src="./assets/azure-maps-animations.min.js"></script>
Declaring a variable "animate" as any in a component
declare const animate: any;
using the variable to access the animation functions
playAnimations = (type: any) => {
if (this.currentGroupAnimation) {
this.currentGroupAnimation.dispose();
this.currentGroupAnimation = null;
}
var animation: any = [];
//Animate each point to a new random coordinate over a random duration between 100ms and 2000ms
for (var i = 0; i < 10; i++) {
animation.push(
animate.animations.setCoordinates(
this.points[i],
this.getRandomPosition(),
{ duration: Math.random() * 1900 + 100 }
)
);
}
var groupOptions = {
playType: type,
};
this.currentGroupAnimation = animate.animations.GroupAnimation(
animation,
groupOptions
);
this.currentGroupAnimation.play();
};
But still the animation is not working.
Please Help!!
Thanks
In #3 you are declaring "aninate" but in #4 you are using a namespace of "animate". So a possible spelling error issue.
That said, if you are using the outputed JavaScript files from that animation repo, the root namespace will be "atlas.animations". So declaring "animate" is likely not to give you access to the functionality in this module.
I've implemented simple example based on this
My example uses chipmunk along with cocos2d-js.
The problem is that physic only works with web builds. With the other builds (native ones - ios, mac, win32) all object are shown but they just hang - no animation.
My update method is called with specified intervals, where I execute "step" method on space object.
All my sprites are loaded using PhysicSprite class.
PS: I'm using cocos2d-js v3.0alpha
Use this tutorial:
http://www.cocos2d-x.org/docs/tutorial/framework/html5/parkour-game-with-javascript-v3.0/chapter6/en
I tried it both in the browser and in the iphone simulator and it worked just fine.
you should apply impulse on your physics body, they will move surely but if you would try to move the body with schedular by changing its coordinate on every call they will work on web but not on native ones like iOS or mac .
for example:-
var mass = 1;
var width = 1, height = 1;
playerBody = new cp.Body(mass , cp.momentForBox(mass, width, height));
playerBody.applyImpulse(cp.v(200, 300), cp.v(0, 0));// now you can move your playerBody
it will work well on all the platform but if you try my alternate solution
ie:-
init: function{
var mass = 1;
var width = 1, height = 1;
this.playerBody = new cp.Body(mass , cp.momentForBox(mass, width, height));
this.schedule(this.move);
},
move: function(dt){
this.playerBody.getPos().x += 2 * dt;
this.playerBody.getPos().y += 2 * dt;
}
this will work on web but on native platform like iOS or mac it will not move the playerBody at all. i don't know the reason yet if i got one i will let you know
I have a javascript timer.
It refreshes the img src on a 200ms interval.
I have taken a look at the canvas object. I am unsure whether it is recommended to use the canvas instead of the img element?
I am running tests on both and cannot see any differences in performance.
This is my code for using the timer/img:
This is my code:
var timer4x4
var cache4x4 = new Image();
var alias = 'test';
var lastUpdate = 0;
function setImageSrc4x4(src) {
live4x4.src = src;
timer4x4 = window.setTimeout(swapImages4x4, 200);
}
function swapImages4x4() {
cache4x4.onload = function () {
setImageSrc4x4(cache4x4.src);
};
cache4x4.onerror = function () {
setImageSrc4x4("http://127.0.0.1/images/ERROR.jpg");
};
cache4x4.src = null;
cache4x4.src = 'http://127.0.0.1/Cloud/LiveXP.ashx?id=' + createGuid() + '&Alias=' + alias + '&ReSync=' + reSync;
reSync = 0;
}
*nb will add canvas code in a bit
I am streaming images from my client desktop PC to my web server. I am trying to display as many images (FPS) as possible. The image is a container for 4 smaller images. Stitched up on the client and sent to the server.
I have Googled and it says if doing pixel manipulation and aniumation use canvas.
But, I am just doing animation.
Thanks
The canvas element was designed to draw / edit / interact with images in it. If all you do is display the image, then you don't need that and a simple img is the semantically correct choice (with the added bonus of being compatible on more devices).
In both cases, the performance will be similar (if not the same) because the only thing to happen is that the image is downloaded.
While performance-wise you won't notice much of a difference, since you still cannot fully rely on HTML5 support yet, it is probably best to go with the img-solution for now.
I have most of a module written to handle multitouch pinch, pan and zoom on an HTML 5 canvas element. I will share it below. I've been developing in JavaScript for some time now, and this one continues to boggle me. If anybody has any insights, I will post the final version up on stack for everybody to share once it is confirmed working on my iPad.
Here is what I am doing:
touchmove events trigger the changing of variables. I use these variables to change the way in which my image is painted onto the canvas. I have eight variables, each corresponding to the options that can be put into the drawImage() function. These eight variables get updated through functions that increment/decrement their values and keep them within a certain range. The variables are closure variables, so they are global throughout my module. To prevent over-processing, I make a call to this drawImage() function once every 40ms while the user has their finger pressed to the screen using a setInterval().
Here is the problem:
touchmove events seem to be causing a race condition where my variables get updated by many different instances of that same event. I can somewhat confirm this through my console output, that tracks one variable that is bounded to never reach below 20. When I swipe in one direction quickly, that variable dips down far below 20. Then when I release my finger, swipe slowly, it returns to 20. Another thing that points me in this direction, when I look at these variables while stepping through my program, they differ from what my console.log() pumps out.
Note: The code successfully draws the image the first time, but not anytime thereafter. A basic rendition of my code is below... The full version is on GitHub inside the Scripts folder. It is a Sencha Touch v1.1 app at heart
function PinchPanZoomFile(config)
{
/*
* Closure variable declaration here...
* Canvas Declaration here...
*/
function handleTouchStart(e) {
whatDown.oneDown = (e.originalEvent.targetTouches.length == 1) ? true : false;
whatDown.twoDown = (e.originalEvent.targetTouches.length >= 2) ? true : false;
drawInterval = setInterval(draw, 100);
}
function handleTouchEnd(e) {
whatDown.oneDown = (e.originalEvent.targetTouches.length == 1) ? true : false;
whatDown.twoDown = (e.originalEvent.targetTouches.length >= 2) ? true : false;
clearInterval(drawInterval);
}
function handleTouchMove(e) {
if(whatDown.twoDown) {
/*
* Do Panning & Zooming
*/
changeWindowXBy(deltaDistance); //deltaDistance
changeWindowYBy(deltaDistance); //deltaDistance
changeCanvasXBy(deltaX); //Pan
changeCanvasYBy(deltaY); //Pan
changeWindowDimsBy(deltaDistance*-1,deltaDistance*-1); //(deltaDistance)*-1 -- get smaller when zooming in.
changeCanvasWindowDimsBy(deltaDistance,deltaDistance); //deltaDistance -- get bigger when zooming in
} else if(whatDown.oneDown) {
/*
* Do Panning
*/
changeWindowXBy(0);
changeWindowYBy(0);
changeCanvasXBy(deltaX);
changeCanvasYBy(deltaY);
changeWindowDimsBy(0,0);
changeCanvasWindowDimsBy(0,0);
}
}
function draw() {
//Draw Image Off Screen
var offScreenCtx = offScreenCanvas[0].getContext('2d');
offScreenCtx.save();
offScreenCtx.clearRect(0, 0, canvasWidth, canvasHeight);
offScreenCtx.restore();
offScreenCtx.drawImage(base64Image,
parseInt(windowX),
parseInt(windowY),
parseInt(windowWidth),
parseInt(windowHeight),
parseInt(canvasX),
parseInt(canvasY),
parseInt(canvasWindowWidth),
parseInt(canvasWindowHeight)
);
//Draw Image On Screen
var offScreenImageData = offScreenCtx.getImageData(0, 0, canvasWidth, canvasHeight);
var onScreenCtx = canvas[0].getContext('2d');
onScreenCtx.putImageData(offScreenImageData, 0, 0);
}
}
I strongly recommend using Sencha Touch 2.0.1, as it supports a lot of the touch events you need. See http://dev.sencha.com/deploy/touch/examples/production/kitchensink/#demo/touchevents for examples.
I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of -
Build the UI right into the canvas using things like drawImage and fillText
Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas.
Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use?
Many thanks in advance!
EDIT
I've moved this question over to gamedev.stackoverflow.com. You can find the new question here: https://gamedev.stackexchange.com/questions/7090/html5-game-canvas-ui-techniques/7115#7115
You can do it a million ways. However you feel most comfortable and your engineers feel most confident.
If you're looking for inspiration or a code example, here's one way that I do it. I have a function that repeatedly draws a menu until a button is pressed. When the button is pressed, the game loads and the old menu click event listeners are removed and new game click event listeners are added. I also end the old draw loop of the menu and start a new game draw loop. Here's some selected snippets to give you the idea of how its done:
Game.prototype.loadMenu = function() {
var game = this;
var can = this.canvas;
// now we can use the mouse for the menu
can.addEventListener('click', game.menuClickEvent, false);
can.addEventListener('touchstart', game.menuClickEvent, false);
// draw menu
this.loop = setInterval(function() { game.drawMenu() }, 30);
};
Game.prototype.drawMenu = function() {
// ... draw the menu
}
Game.prototype.loadLevel = function(levelstring) {
// unload menu
var can = this.canvas;
var game = this;
can.removeEventListener('click', game.menuClickEvent, false);
can.removeEventListener('touchstart', game.menuClickEvent, false);
if (this.loop) clearInterval(this.loop);
// ... other level init stuff
// now we can press keys for the game
//can.addEventListener('click', game.gameClickEvent, false);
can.addEventListener('touchstart', game.gameClickEvent, false);
can.addEventListener('keydown', game.gameKeyDownEvent, false);
this.loop = setInterval(function() { game.tick() }, 30);
}
// called from tick()
Game.prototype.draw = function(advanceFrame) {
// ...
}
This way I'm able to separate out game drawing and game events from menu drawing and menu events. It also gives me leeway to use game/animation elements in my menus should I want to make them look real pretty.
(I posted this at the twin gamedev discussion too)
I do not think that there is a "standard" for this. It highly depends on your UI. I think using the DOM elements is better in most cases, since you do not need to build all of the UI components, events, etc. yourself. They can be styled with CSS to achieve the desired look. If this is not enough, you'll probably need to build the interface elements yourself, but you should make sure that this is really needed. It is probably a huge amount of work to roll your own solution.
Try this :
With Visual js you can setup page like this :
Visual-JS multiplatform game engine windows GUI - source editor
OnPage editor - for design
You will get :
*99% canvas 2d
Add new object
Create webcam component (nui or normal)
Create coallision (basic - rect)
Create textBox (virtual keyboard for mobile)
Create particle
Atach player (basic movement)
MultipEER (Networking)*
localStarage
App created from visual js always work on all browsers(mobile / desktop). Networking - webRTC - multipeer
Try online at :
https://jsfiddle.net/user/zlatnaspirala/fiddles/
Api look like this :
Application Programming Interface Documentation for Visual JS 0.5 >
GAME_OBJECT is main object in this framework.
1) Adding new game object (name will be 'GO' ):
HELLO_WORLD.ENGINE.MODULES.ACCESS_MODULE("STARTER").NEW_OBJECT("GO" ,
x , y , w , h , speed )
HELLO_WORLD.ENGINE.MODULES.ACCESS_MODULE("STARTER").NEW_OBJECT( "GO" ,
45 , 45 , 10 , 10 , 10)
// 2) Adding image or animation :
// DRAW TYPE can be // 'DRAW_FRAME' no animation // 'LOOP' playing
animation // this number '1111123123' is ID can be any number
//ANIMATION ( surf ,TYPE_, FrameIndex ,source , PARENT , ID , blink_
, min_ , max_ , step , speed_ , opacity_ )
HELLO_WORLD.ENGINE.MODULES.ACCESS_MODULE("STARTER").GAME_OBJECTS.ACCESS("GO").CREATE_ANIMATION(
SURF , "DRAW_FRAME" , 6 , RESOURCE.Tiles , 1111123123 , "no" ,
1,11,1,1,1)
3)Disable draging GO.DRAG = false;
// RESOURCE.NAMEOFFOLDERANIMATION
add folder "Tiles" with images in folder /res/ and run node res.js
// refresh page and you will get
RESOURCE.Tiles ready for use !
// MAKE MODULE ACCESS EASY var
STARTER = HELLO_WORLD.ENGINE.MODULES.ACCESS_MODULE("STARTER");
STARTER.GAME_OBJECTS.ACCESS("GO").CREATE_ANIMATION( SURF ,
"DRAW_FRAME" , 6 , RESOURCE.Tiles , 1111123123 , "no" , 1,11,1,1,1)
//DRAG initial value is true GO.DRAG = false;
//setup quard height = width GO.POSITION.DIMENSION.H = GO.POSITION.DIMENSION.W;
4) EVENTS FOR MOUSE AND MOBILE TOUCH HANDLED
//CLICK OR TOUCH START GO.TAP = function(){
//this make point directing to the game object instance
// this.NAME or this.ANIMATION.CURRENT_FRAME };
GO.TOUCH_DOWN = function(){
STARTER.DESTROY_OBJECT("GO") console.log("THIS MUST BE TERMINATED
ON MOUSE DOWN or TOUCH_DOWN : " + this.NAME);
//this.DESTROY_ME_AFTER_X_SECUND( 100 ); //console.log("THIS MUST BE
TERMINATED ON CLICK : " + this.NAME); };
GO.TOUCH_MOVE = function(){
console.log("HOVER ON OBJECT OR MOBILE TOUCH_MOVE : " + this.NAME); };
GO.TOUCH_UP = function(){
console.log("MOUSE UP ON OBJECT OR MOBILE TOUCH_UP : " + this.NAME); };*
Download git