How can I improve performance on my parallax scroll script? - javascript

I'm using Javascript & jQuery to build a parallax scroll script that manipulates an image in a figure element using transform:translate3d, and based on the reading I've done (Paul Irish's blog, etc), I've been informed the best solution for this task is to use requestAnimationFrame for performance reasons.
Although I understand how to write Javascript, I'm always finding myself uncertain of how to write good Javascript. In particular, while the code below seems to function correctly and smoothly, I'd like to get a few issues resolved that I'm seeing in Chrome Dev Tools.
$(document).ready(function() {
function parallaxWrapper() {
// Get the viewport dimensions
var viewportDims = determineViewport();
var parallaxImages = [];
var lastKnownScrollTop;
// Foreach figure containing a parallax
$('figure.parallax').each(function() {
// Save information about each parallax image
var parallaxImage = {};
parallaxImage.container = $(this);
parallaxImage.containerHeight = $(this).height();
// The image contained within the figure element
parallaxImage.image = $(this).children('img.lazy');
parallaxImage.offsetY = parallaxImage.container.offset().top;
parallaxImages.push(parallaxImage);
});
$(window).on('scroll', function() {
lastKnownScrollTop = $(window).scrollTop();
});
function animateParallaxImages() {
$.each(parallaxImages, function(index, parallaxImage) {
var speed = 3;
var delta = ((lastKnownScrollTop + ((viewportDims.height - parallaxImage.containerHeight) / 2)) - parallaxImage.offsetY) / speed;
parallaxImage.image.css({
'transform': 'translate3d(0,'+ delta +'px,0)'
});
});
window.requestAnimationFrame(animateParallaxImages);
}
animateParallaxImages();
}
parallaxWrapper();
});
Firstly, when I head to the 'Timeline' tab in Chrome Dev Tools, and start recording, even with no actions on the page being performed, the "actions recorded" overlay count continues to climb, at a rate of about ~40 per second.
Secondly, why is an "animation frame fired" executing every ~16ms, even when I am not scrolling or interacting with the page, as shown by the image below?
Thirdly, why is the Used JS Heap increasing in size without me interacting with the page? As shown in the image below. I have eliminated all other scripts that could be causing this.
Can anyone help me with some pointers to fix the above issues, and give me suggestions on how I should improve my code?

(1 & 2 -- same answer) The pattern you are using creates a repeating animating loop which attempts to fire at the same rate as the browser refreshes. That's usually 60 time per second so the activity you're seeing is the loop executing approximately every 1000/60=16ms. If there's no work to do, it still fires every 16ms.
(3) The browser consumes memory as needed for your animations but the browser does not reclaim that memory immediately. Instead it occasionally reclaims any orphaned memory in a process called garbage collection. So your memory consumption should go up for a while and then drop in a big chunk. If it doesn't behave that way, then you have a memory leak.

Edit: I had not seen the answers from #user1455003 and #mpd at the time I wrote this. They answered while I was writing the book below.
requestAnimationFrame is analogous to setTimeout, except the browser wont fire your callback function until it's in a "render" cycle, which typically happens about 60 times per second. setTimeout on the other hand can fire as fast as your CPU can handle if you want it to.
Both requestAnimationFrame and setTimeout have to wait until the next available "tick" (for lack of a better term) until it will run. So, for example, if you use requestAnimationFrame it should run about 60 times per second, but if the browsers frame rate drops to 30fps (because you're trying to rotate a giant PNG with a large box-shadow) your callback function will only fire 30 times per second. Similarly, if you use setTimeout(..., 1000) it should run after 1000 milliseconds. However, if some heavy task causes the CPU to get caught up doing work, your callback won't fire until the CPU has cycles to give. John Resig has a great article on JavaScript timers.
So why not use setTimeout(..., 16) instead of request animation frame? Because your CPU might have plenty of head room while the browser's frame rate has dropped to 30fps. In such a case you would be running calculations 60 times per second and trying to render those changes, but the browser can only handle half that much. Your browser would be in a constant state of catch-up if you do it this way... hence the performance benefits of requestAnimationFrame.
For brevity, I am including all suggested changes in a single example below.
The reason you are seeing the animation frame fired so often is because you have a "recursive" animation function which is constantly firing. If you don't want it firing constantly, you can make sure it only fires while the user is scrolling.
The reason you are seeing the memory usage climb has to do with garbage collection, which is the browsers way of cleaning up stale memory. Every time you define a variable or function, the browser has to allocate a block of memory for that information. Browsers are smart enough to know when you are done using a certain variable or function and free up that memory for reuse - however, it will only collect the garbage when there is enough stale memory worth collecting. I can't see the scale of the memory graph in your screenshot, but if the memory is increasing in kilobyte size amounts, the browser may not clean it up for several minutes. You can minimize the allocation of new memory by reusing variable names and functions. In your example, every animation frame (60x second) defines a new function (used in $.each) and 2 variables (speed and delta). These are easily reusable (see code).
If your memory usage continues to increase ad infinitum, then there is a memory leak problem elsewhere in your code. Grab a beer and start doing research as the code you've posted here is leak-free. The biggest culprit is referencing an object (JS object or DOM node) which then gets deleted and the reference still hangs around. For example, if you bind a click event to a DOM node, delete the node, and never unbind the event handler... there ya go, a memory leak.
$(document).ready(function() {
function parallaxWrapper() {
// Get the viewport dimensions
var $window = $(window),
speed = 3,
viewportDims = determineViewport(),
parallaxImages = [],
isScrolling = false,
scrollingTimer = 0,
lastKnownScrollTop;
// Foreach figure containing a parallax
$('figure.parallax').each(function() {
// The browser should clean up this function and $this variable - no need for reuse
var $this = $(this);
// Save information about each parallax image
parallaxImages.push({
container = $this,
containerHeight: $this.height(),
// The image contained within the figure element
image: $this.children('img.lazy'),
offsetY: $this.offset().top
});
});
// This is a bit overkill and could probably be defined inline below
// I just wanted to illustrate reuse...
function onScrollEnd() {
isScrolling = false;
}
$window.on('scroll', function() {
lastKnownScrollTop = $window.scrollTop();
if( !isScrolling ) {
isScrolling = true;
animateParallaxImages();
}
clearTimeout(scrollingTimer);
scrollingTimer = setTimeout(onScrollEnd, 100);
});
function transformImage (index, parallaxImage) {
parallaxImage.image.css({
'transform': 'translate3d(0,' + (
(
lastKnownScrollTop +
(viewportDims.height - parallaxImage.containerHeight) / 2 -
parallaxImage.offsetY
) / speed
) + 'px,0)'
});
}
function animateParallaxImages() {
$.each(parallaxImages, transformImage);
if (isScrolling) {
window.requestAnimationFrame(animateParallaxImages);
}
}
}
parallaxWrapper();
});

#markE's answer is right on for 1 & 2
(3) Is due to the fact that your animation loop is infinitely recursive:
function animateParallaxImages() {
$.each(parallaxImages, function(index, parallaxImage) {
var speed = 3;
var delta = ((lastKnownScrollTop + ((viewportDims.height - parallaxImage.containerHeight) / 2)) - parallaxImage.offsetY) / speed;
parallaxImage.image.css({
'transform': 'translate3d(0,'+ delta +'px,0)'
});
});
window.requestAnimationFrame(animateParallaxImages); //recursing here, but there is no base base
}
animateParallaxImages(); //Kick it off
If you look at the example on MDN:
var start = null;
var element = document.getElementById("SomeElementYouWantToAnimate");
function step(timestamp) {
if (!start) start = timestamp;
var progress = timestamp - start;
element.style.left = Math.min(progress/10, 200) + "px";
if (progress < 2000) {
window.requestAnimationFrame(step);
}
}
window.requestAnimationFrame(step);
I would suggest either stopping recursion at some point, or refactor your code so functions/variables aren't being declared in the loop:
var SPEED = 3; //constant so only declare once
var delta; // declare outside of the function to reduce the number of allocations needed
function imageIterator(index, parallaxImage){
delta = ((lastKnownScrollTop + ((viewportDims.height - parallaxImage.containerHeight) / 2)) - parallaxImage.offsetY) / SPEED;
parallaxImage.image.css({
'transform': 'translate3d(0,'+ delta +'px,0)'
});
}
function animateParallaxImages() {
$.each(parallaxImages, imageIterator); // you could also change this to a traditional loop for a small performance gain for(...)
window.requestAnimationFrame(animateParallaxImages); //recursing here, but there is no base base
}
animateParallaxImages(); //Kick it off

Try getting rid of the animation loop and putting the scroll changes in the 'scroll' function. This will prevent your script from doing transforms when lastKnownScrollTop is unchanged.
$(window).on('scroll', function() {
lastKnownScrollTop = $(window).scrollTop();
$.each(parallaxImages, function(index, parallaxImage) {
var speed = 3;
var delta = ((lastKnownScrollTop + ((viewportDims.height - parallaxImage.containerHeight) / 2)) - parallaxImage.offsetY) / speed;
parallaxImage.image.css({
'transform': 'translate3d(0,'+ delta +'px,0)'
});
});
});

Related

How to "animate" changes in an ASCII art grid, one node at a time, without freezing the browser?

I have an ASCII art "pathfinding visualizer" which I am modeling off of a popular one seen here. The ASCII art displays a n by m size board with n*m number of nodes on it.
My current goal is to slowly change the appearance of the text on the user-facing board, character by character, until the "animation" is finished. I intend to animate both the "scanning" of the nodes by the pathfinding algorithm and the shortest path from the start node to the end node. The animation, which is just changing text in a series of divs, should take a few seconds. I also plan to add a CSS animation with color or something.
Basically the user ends up seeing something like this, where * is the start node, x is the end node, and + indicates the path:
....
..*.
..+.
.++.
.x..
.... (. represents an empty space)
After doing some research on both setTimeout, promises and other options, I can tell you:
JavaScript really isn't designed to allow someone to delay code execution in the browser.
I've found lots of ways to freeze the browser. I also tried to set a series of promises set to resolve after setTimeout(resolve, milliseconds) occurs, where the milliseconds steadily increases (see below code). My expectation was that numOfAnimationsForPath number of promises would be set and trigger a change in the appearance of the board when each one resolved (forming the appearance of a path). But, they all seem to resolve instantly (?) as I see the path show as soon as I click the "animate" button
const shortestPathAndScanningOrder = dijkstras(grid);
promisesRendering(1000, shortestPathAndScanningOrder[0].path, shortestPathAndScanningOrder[1])
function promisesRendering(animationDelay, algoPath, scanTargets) {
const numOfAnimationsForScanning = scanTargets.length;
const numOfAnimationsForPath = algoPath.length;
for (let i = 1; i < numOfAnimationsForPath - 1; i++) {
const xCoordinate = algoPath[i][0];
const yCoordinate = algoPath[i][1];
renderAfterDelay(animationDelay * i).then(renderNode(xCoordinate, yCoordinate, "path"))
}
}
function renderAfterDelay(milliseconds) {
return new Promise(resolve => setTimeout(resolve, milliseconds))
}
function renderNode(x, y, type) {
if (type === "scan") {
const targetDiv = getLocationByCoordinates(x, y);
targetDiv.innerHTML = VISITED_NODE;
} else if (type === "path") {
const targetDiv = getLocationByCoordinates(x, y);
targetDiv.innerHTML = SHORTEST_PATH_NODE;
} else {
throw "passed incorrect parameter to 'type' argument"
}
}
In my other attempt, I tried to generate pathLength number of setTimeouts as in:
const shortestPathAndScanningOrder = dijkstras(grid);
renderByTimer(10000, shortestPathAndScanningOrder[0].path, shortestPathAndScanningOrder[1])
function renderByTimer(animationDelay, algoPath, scanTargets) {
const numOfAnimations = algoPath.length;
for (let i = 1; i < numOfAnimations - 1; i++) {
const xCoordinate = algoPath[i][0];
const yCoordinate = algoPath[i][1];
setTimeout(i * animationDelay, updateCoordinatesWithTrailMarker(xCoordinate, yCoordinate))
}
}
...but this also resulted in the path being "animated" instantly instead of over a few seconds as I want it to be.
I believe what I want is possible because the Pathfinding Visualizer linked at the start of the post animates its board slowly, but I cannot figure out how to do it with text.
So basically:
If anyone knows how I can convince my browser to send an increasing delay value a series of function executions, I'm all ears...
And if you think it can't be done, I'd like to know that too in the comments, just so I know I have to choose an alternative to changing the text slowly.
edit: a friend tells me setTimeout should be able to do it... I'll update this w/ a solution if I figure it out
Edit2: Here is the modified version of #torbinsky's code that ended up doing the job for me...
function renderByTimer(algoPath, scanTargets) {
const numOfAnimations = algoPath.length - 1; // - 1 because we don't wanna animate the TARGET_NODE at the end
let frameNum = 1;
// Renders the current frame and schedules the next frame
// This repeats until we have exhausted all frames
function renderIn() {
if (frameNum >= numOfAnimations) {
// end recursion
console.log("Done!")
return
}
// Immediately render the current frame
const xCoordinate = algoPath[frameNum][0];
const yCoordinate = algoPath[frameNum][1];
frameNum = frameNum + 1;
updateCoordinatesWithTrailMarker(xCoordinate, yCoordinate);
// Schedule the next frame for rendering
setTimeout(function () {
renderIn(1000)
}, 1000);
}
// Render first frame
renderIn()
}
Thanks #torbinsky!
This should absolutely be doable using setTimeout. Probably the issue is that you are immediately registering 10,000 timeouts. The longer your path, the worse this approach becomes.
So instead of scheduling all updates right away, you should use a recursive algorithm where each "frame" schedules the timeout for the next frame. Something like this:
const shortestPathAndScanningOrder = dijkstras(grid);
renderByTimer(10000, shortestPathAndScanningOrder[0].path, shortestPathAndScanningOrder[1])
function renderByTimer(animationDelay, algoPath, scanTargets) {
const numOfAnimations = algoPath.length;
// Renders the current frame and schedules the next frame
// This repeats until we have exhausted all frames
function renderIn(msToNextFrame, frameNum){
if(frameNum >= numOfAnimations){
// end recursion
return
}
// Immediately render the current frame
const xCoordinate = algoPath[frameNum][0];
const yCoordinate = algoPath[frameNum][1];
updateCoordinatesWithTrailMarker(xCoordinate, yCoordinate);
// Schedule the next frame for rendering
setTimeout(msToNextFrame, function(){
renderIn(msToNextFrame, frameNum + 1)
});
}
// Render first frame
renderIn(1000, 1)
}
Note: I wrote this code in the StackOverflow code snipppet. So I was not able to test it as I did not have the rest of your code to fully run this. Treat it more like pseudo-code even though it probably works ;)
In any case, the approach I've used is to only have 1 timeout scheduled at any given time. This way you don't overload the browser with 1000's of timeouts scheduled at the same time. This approach will support very long paths!
This is a general animation technique and not particularly unique to ASCII art except that old-school ASCII art is rendered one (slow) character at a time instead of one fast pixel frame at a time. (I'm old enough to remember watching ASCII "movies" stream across hard-wired Gandalf modems at 9600bps to a z19 terminal from the local mainframe...everything old is new again! :) ).
Anyhow, queueing up a bunch of setTimeouts is not really the best plan IMO. What you should be doing, instead, is queueing up the next event with either window.requestAnimationFrame or setTimeout. I recommend rAF because it doesn't trigger when the browser tab is not showing.
Next, once you're in the event, you look at the clock delta (use a snapshot of performance.now()) to figure what should have been drawn between "now" and the last time your function ran. Then update the display, and trigger the next event.
This will yield a smooth animation that will play nicely with your system resources.

Faster way of scaling text in browser? (help interpret test)

I need to scale lots of text nodes in the browser (support of all modern desktop and mobile browsers).
If I am right there are two options that offer good performance: scaling text objects in Canvas or scaling text nodes in the DOM using transform:matrix.
I have created a scenario to test both versions but the results are inconclusive. Uncomment testDOM() or testCanvas() function to start the test. (I am using JQuery and CreateJS framework because it was convenient. It is possible to use vanilla JS but I don't think that is the bottleneck here). (It matters what portion of the screen you actually see so please switch to full screen view in codepen).
http://codepen.io/dandare/pen/pEJyYG
var WIDTH = 500;
var HEIGHT = 500;
var COUNT = 200;
var STEP = 1.02;
var MIN = 0.1;
var MAX = 10;
var stage;
var canvas;
var bg;
var canvasTexts = [];
var domTexts = [];
var domMatrix = [];
var dom;
function testDOM() {
for (var i = 0; i < COUNT; i++) {
var text = $("<div>Hello World</div>");
var scale = MIN + Math.random() * 10;
var matrix = [scale, 0, 0, scale, Math.random() * WIDTH, Math.random() * HEIGHT];
text.css("transform", "matrix(" + matrix.join(',') + ")");
domTexts.push(text);
domMatrix.push(matrix);
}
dom = $('#dom');
dom.append(domTexts);
setTimeout(tickDOM, 1000);
}
function tickDOM() {
for (var i = 0; i < domTexts.length; i++) {
var text = domTexts[i];
var matrix = domMatrix[i];
var scale = matrix[0];
scale *= STEP;
if (scale > MAX)
scale = MIN;
matrix[0] = matrix[3] = scale;
text.css("transform", "matrix(" + matrix.join(',') + ")");
}
requestAnimationFrame(tickDOM);
}
function testCanvas() {
$('#dom').hide();
stage = new createjs.Stage('canvas');
createjs.Touch.enable(stage);
createjs.Ticker.timingMode = createjs.Ticker.RAF;
canvas = stage.canvas;
devicePixelRatio = window.devicePixelRatio || 1;
stage.scaleX = devicePixelRatio;
stage.scaleY = devicePixelRatio;
console.log('devicePixelRatio = ' + devicePixelRatio);
stage.mouseMoveOutside = true;
stage.preventSelection = false;
stage.tickEnabled = false;
stage.addChild(bg = new createjs.Shape());
bg.graphics.clear();
bg.graphics.f('#F2F2F2').drawRect(0, 0, 2 * WIDTH, HEIGHT);
canvas.width = 2 * WIDTH * devicePixelRatio;
canvas.height = HEIGHT * devicePixelRatio;
canvas.style.width = 2 * WIDTH + 'px';
canvas.style.height = HEIGHT + 'px';
stage.update();
for (var i = 0; i < COUNT; i++) {
var text = new createjs.Text("Hello World", "10px", "#333333");
text.scaleX = text.scaleY = MIN + Math.random() * 10;
text.x = Math.random() * WIDTH;
text.y = Math.random() * HEIGHT;
stage.addChild(text);
canvasTexts.push(text);
}
stage.update();
setTimeout(tickCanvas, 1000);
}
function tickCanvas() {
for (var i = 0; i < canvasTexts.length; i++) {
var text = canvasTexts[i];
text.scaleX = text.scaleY *= STEP;
if (text.scaleX > MAX)
text.scaleX = text.scaleY = MIN;
}
stage.update();
requestAnimationFrame(tickCanvas);
}
testDOM();
//testCanvas();
My questions:
Is it possible to improve the performance of my tests? Am I doing something wrong?
The first 5-10 seconds are significantly slower but I don't understand why. Does the browser somehow cashes the text objects after some time? If yes, is the test unusable for real world scenario testing where the objects don't zoom in a loop for longer period of time?
According to the Chrome Profiling tool the DOM version leaves 40% more idle time (is 40% more faster) than the Canvas version but the Canvas animation looks much smoother (after the initial 5-10 seconds of lagging), how should I interpret the Profiling tool results?
In the DOM version I am trying to hide the parent of the text nodes before I apply the transformations and then unhide it but it probably does not matter because transform:matrix on absolutely positioned element does not cause reflow, am I right?
The DOM text nodes have some advantages over the Canvas nodes like native mouse over detection with cursor: pointer or support for decorations (you can not have underlined text in Canvas). Anything else I should know?
When setting the transform:matrix I have to create a string that the compiler must to parse back to numbers, is there a more efficient way of using transform:matrix?
Q.1
Is it possible to improve the performance of my tests? Am I doing
something wrong?
Yes and no. (yes improve and no nothing inherently wrong (ignoring jQuery))
Performance is browser, and device dependent, for example Firefox handles objects better than arrays, while Chrome prefers arrays. There is a long list of differences just for the javascript.
Then the rendering is a dependent on the hardware, How much memory, what capabilities, and the particular drivers. Some hardware hates state changes, while others handle them at full speed. Limiting state changes can improve the speed on one machine while the extra code complexity will impact devices that don't need the optimisation.
The OS also plays a part.
Q.2
The first 5-10 seconds are significantly slower but I don't understand
why. Does the browser somehow cashes the text objects after some time?
If yes, is the test unusable for real world scenario testing where the
objects don't zoom in a loop for longer period of time?
Performance testing in Javascript is very complicated and as a whole application (like your test) is not at all practical.
Why slow?
Many reasons, moving memory to the display device, javascript optimising compilers that run while the codes runs and will recompile if it sees fit, this impacts the performance Un-optimised JS is SLOOOOOWWWWWWWW... and you are seeing it run unoptimised.
As well. In an environment like code pen you are also having to deal with all its code that runs in the same context as yours, it has memory, dom, cpu, GC demands in the same environment as yours and thus your code can not be said to be isolated and profiling results accurate.
Q.3
According to the Chrome Profiling tool the DOM version leaves 40% more
idle time (is 40% more faster) than the Canvas version but the Canvas
animation looks much smoother (after the initial 5-10 seconds of
lagging), how should I interpret the Profiling tool results?
That is the nature of requestAnimationFrame (rAF), it will wait till the next frame is ready before it calls your function. Thus if you run 1ms past 1/60th of a second you have missed the presentation of the current display refresh and rAF will wait till the next is due 1/60th minus 1ms before presentation and the next request is called. This will result in ~50% idle time.
There is not much that can be done than make you render function smaller and call it more often, but then you will get extra overhead with the calls.
rAF can be called many times during a frame and will present all renders during that frame at the same time. That way you will not get the overrun idle time if you keep an eye on the current time and ensure you do not overrun the 1/60th second window of opportunity.
Q.4
In the DOM version I am trying to hide the parent of the text nodes
before I apply the transformations and then unhide it but it probably
does not matter because transform:matrix on absolutely positioned
element does not cause reflow, am I right?
Reflow will not be triggered until you exit the function, hiding the parent at the start of a function and then unhiding it at the end will not make much difference. Javascript is blocking, that means nothing will happen while you are in a function.
Q.5
The DOM text nodes have some advantages over the Canvas nodes like
native mouse over detection with cursor: pointer or support for
decorations (you can not have underlined text in Canvas). Anything
else I should know?
That will depend on what the intended use is. DOM offers a full API for UI and presentation. Canvas offers rendering and pixel manipulation. The logic I use is if it takes more code to do it via DOM then canvas, then it is a canvas job and visa versa
Q.6
When setting the transform:matrix I have to create a string that the
compiler must to parse back to numbers, is there a more efficient way
of using transform:matrix?
No. That is the CSS way.

HTML5 Canvas game loop delta time calculations

I'm new to game development. Currently I'm doing a game for js13kgames contest, so the game should be small and that's why I don't use any of modern popular frameworks.
While developing my infinite game loop I found several articles and pieces of advice to implement it. Right now it looks like this:
self.gameLoop = function () {
self.dt = 0;
var now;
var lastTime = timestamp();
var fpsmeter = new FPSMeter({decimals: 0, graph: true, theme: 'dark', left: '5px'});
function frame () {
fpsmeter.tickStart();
now = window.performance.now();
// first variant - delta is increasing..
self.dt = self.dt + Math.min(1, (now-lastTime)/1000);
// second variant - delta is stable..
self.dt = (now - lastTime)/16;
self.dt = (self.dt > 10) ? 10 : self.dt;
self.clearRect();
self.createWeapons();
self.createTargets();
self.update('weapons');
self.render('weapons');
self.update('targets');
self.render('targets');
self.ticks++;
lastTime = now;
fpsmeter.tick();
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
};
So the problem is in self.dt I've eventually found out that first variant is not suitable for my game because it increases forever and the speed of weapons is increasing with it as well (e.g. this.position.x += (Math.cos(this.angle) * this.speed) * self.dt;..
Second variant looks more suitable, but does it correspond to this kind of loop (http://codeincomplete.com/posts/2013/12/4/javascript_game_foundations_the_game_loop/)?
Here' an implementation of an HTML5 rendering system using a fixed time step with a variable rendering time:
http://jsbin.com/ditad/10/edit?js,output
It's based on this article:
http://gameprogrammingpatterns.com/game-loop.html
Here is the game loop:
//Set the frame rate
var fps = 60,
//Get the start time
start = Date.now(),
//Set the frame duration in milliseconds
frameDuration = 1000 / fps,
//Initialize the lag offset
lag = 0;
//Start the game loop
gameLoop();
function gameLoop() {
requestAnimationFrame(gameLoop, canvas);
//Calcuate the time that has elapsed since the last frame
var current = Date.now(),
elapsed = current - start;
start = current;
//Add the elapsed time to the lag counter
lag += elapsed;
//Update the frame if the lag counter is greater than or
//equal to the frame duration
while (lag >= frameDuration){
//Update the logic
update();
//Reduce the lag counter by the frame duration
lag -= frameDuration;
}
//Calculate the lag offset and use it to render the sprites
var lagOffset = lag / frameDuration;
render(lagOffset);
}
The render function calls a render method on each sprite, with a reference to the lagOffset
function render(lagOffset) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
sprites.forEach(function(sprite){
ctx.save();
//Call the sprite's `render` method and feed it the
//canvas context and lagOffset
sprite.render(ctx, lagOffset);
ctx.restore();
});
}
Here's the sprite's render method that uses the lag offset to interpolate the sprite's render position on the canvas.
o.render = function(ctx, lagOffset) {
//Use the `lagOffset` and previous x/y positions to
//calculate the render positions
o.renderX = (o.x - o.oldX) * lagOffset + o.oldX;
o.renderY = (o.y - o.oldY) * lagOffset + o.oldY;
//Render the sprite
ctx.strokeStyle = o.strokeStyle;
ctx.lineWidth = o.lineWidth;
ctx.fillStyle = o.fillStyle;
ctx.translate(
o.renderX + (o.width / 2),
o.renderY + (o.height / 2)
);
ctx.beginPath();
ctx.rect(-o.width / 2, -o.height / 2, o.width, o.height);
ctx.stroke();
ctx.fill();
//Capture the sprite's current positions to use as
//the previous position on the next frame
o.oldX = o.x;
o.oldY = o.y;
};
The important part is this bit of code that uses the lagOffset and the difference in the sprite's rendered position between frames to figure out its new current canvas position:
o.renderX = (o.x - o.oldX) * lagOffset + o.oldX;
o.renderY = (o.y - o.oldY) * lagOffset + o.oldY;
Notice that the oldX and oldY values are being re-calculated each frame at the end of the method, so that they can be used in the next frame to help figure out the difference.
o.oldX = o.x;
o.oldY = o.y;
I'm actually not sure if this interpolation is completely correct or if this is best way to do it. If anyone out there reading this knows that it's wrong, please let us know :)
The modern version of requestAnimationFrame now sends in a timestamp that you can use to calculate elapsed time. When your desired time interval has elapsed you can do your update, create and render tasks.
Here's example code:
var lastTime;
var requiredElapsed = 1000 / 10; // desired interval is 10fps
requestAnimationFrame(loop);
function loop(now) {
requestAnimationFrame(loop);
if (!lastTime) { lastTime = now; }
var elapsed = now - lastTime;
if (elapsed > requiredElapsed) {
// do stuff
lastTime = now;
}
}
This isn't really an answer to your question, and without knowing more about the particular game I can't say for sure if it will help you, but do you really need to know dt (and FPS)?
In my limited forays into JS game development I've found that often you don't really need to to calculate any kind of dt as you can usually come up with a sensible default value based on your expected frame rate, and make anything time-based (such as weapon reloading) simply work based on the number of ticks (i.e. a bow might take 60 ticks to reload (~1 second # ~60FPS)).
I usually use window.setTimeout() rather than window.requestAnimationFrame(), which I've found generally provides a more stable frame rate which will allow you to define a sensible default to use in place of dt. On the down-side the game will be more of a resource hog and less performant on slower machines (or if the user has a lot of other things running), but depending on your use case those may not be real concerns.
Now this is purely anecdotal advice so you should take it with a pinch of salt, but it has served me pretty well in the past. It all depends on whether you mind the game running more slowly on older/less powerful machines, and how efficient your game loop is. If it's something simple that doesn't need to display real times you might be able to do away with dt completely.
At some point you will want to think about decoupling your physics from your rendering. Otherwise your players could have inconsistent physics. For example, someone with a beefy machine getting 300fps will have very sped up physics compared to someone chugging along at 30fps. This could manifest in the first player cruising around in a mario-like scrolling game at super speed and the other player crawling at half speed (if you did all your testing at 60fps). A way to fix that is to introduce delta time steps. The idea is that you find the time between each frame and use that as part of your physics calculations. It keeps the gameplay consistent regardless of frame rate. Here is a good article to get you started: http://gafferongames.com/game-physics/fix-your-timestep/
requestAnimationFrame will not fix this inconsistency, but it is still a good thing to use sometimes as it has battery saving advantages. Here is a source for more info http://www.chandlerprall.com/2012/06/requestanimationframe-is-not-your-logics-friend/
I did not check the logic of the math in your code .. however here what works for me:
GameBox = function()
{
this.lastFrameTime = Date.now();
this.currentFrameTime = Date.now();
this.timeElapsed = 0;
this.updateInterval = 2000; //in ms
}
GameBox.prototype.gameLoop = function()
{
window.requestAnimationFrame(this.gameLoop.bind(this));
this.lastFrameTime = this.currentFrameTime;
this.currentFrameTime = Date.now();
this.timeElapsed += this.currentFrameTime - this.lastFrameTime ;
if(this.timeElapsed >= this.updateInterval)
{
this.timeElapsed = 0;
this.update(); //modify data which is used to render
}
this.render();
}
This implementation is idenpendant from the CPU-speed(ticks). Hope you can make use of it!
A great solution to your game engine would be to think in objects and entities. You can think of everything in your world as objects and entities. Then you want to make a game object manager that will have a list of all your game objects. Then you want to make a common communication method in the engine so game objects can make event triggers. The entities in your game for example a player would not need to inherent from anything to get the ability to render to the screen or have collision detection. You would simple make common methods in the entity that the game engine is looking for. Then let the game engine handle the entity as it would like. Entities in your game can be created or destroyed at anytime in the game so you should not hard-code any entities at all in the game loop.
You will want other objects in your game engine to respond to event triggers that the engine has received. This can be done using methods in the entity that the game engine will check to see if the method is available and if it is would pass the events to the entity. Do not hard code any of your game logic into the engine it messes up portability and limits your ability to expand on the game later on.
The problem with your code is first your calling different objects render and updates not in the correct order. You need to call ALL your updates then call ALL your renders in that order. Another is your method of hard coding objects into the loop is going to give you a lot of problems, when you want one of the objects to no longer be in the game or if you want to add more objects into the game later on.
Your game objects will have an update() and a render() your game engine will look for that function in the object/entity and call it every frame. You can get very fancy and make the engine work in a way to check if the game object/entity has the functions prior to calling them. for example maybe you want an object that has an update() but never renders anything to the screen. You could make the game object functions optional by making the engine check prior to calling them. Its also good practice to have an init() function for all game objects. When the game engine starts up the scene and creates the objects it will start by calling the game objects init() when first creating the object then every frame calling update() that way you can have a function that you only run one time on creation and another that runs every frame.
delta time is not really needed as window.requestAnimationFrame(frame); will give you ~60fps. So if you're keeping track of the frame count you can tell how much time has passed. Different objects in your game can then, (based off of a set point in the game and what the frame count was) determine how long its been doing something based off its new frame count.
window.requestAnimationFrame = window.requestAnimationFrame || function(callback){window.setTimeout(callback,16)};
gameEngine = function () {
this.frameCount=0;
self=this;
this.update = function(){
//loop over your objects and run each objects update function
}
this.render = function(){
//loop over your objects and run each objects render function
}
this.frame = function() {
self.update();
self.render();
self.frameCount++;
window.requestAnimationFrame(frame);
}
this.frame();
};
I have created a full game engine located at https://github.com/Patrick-W-McMahon/Jinx-Engine/ if you review the code at https://github.com/Patrick-W-McMahon/Jinx-Engine/blob/master/JinxEngine.js you will see a fully functional game engine built 100% in javascript. It includes event handlers and permits action calls between objects that are passed into the engine using the event call stack. check out some of the examples https://github.com/Patrick-W-McMahon/Jinx-Engine/tree/master/examples where you will see how it works. The engine can run around 100,000 objects all being rendered and executed per frame at a rate of 60fps. This was tested on a core i5. different hardware may vary. mouse and keyboard events are built into the engine. objects passed into the engine just need to listen for the event passed by the engine. Scene management and multi scene support is currently being built in for more complex games. The engine also supports high pixel density screens.
Reviewing my source code should get you on the track for building a more fully functional game engine.
I would also like to point out that you should have requestAnimationFrame() called when you're ready to repaint and not prior (aka at the end of the game loop). One good example why you should not call requestAnimationFrame() at the beginning of the loop is if you're using a canvas buffer. If you call requestAnimationFrame() at the beginning, then begin to draw to the canvas buffer you can end up having it draw half of the new frame with the other half being the old frame. This will happen on every frame depending on the time it takes to finish the buffer in relation to the repaint cycle (60fps). But at the same time you would end up overlapping each frame so the buffer will get more messed up as it loops over its self. This is why you should only call requestAnimationFrame() when the buffer is fully ready to draw to the canvas. by having the requestAnimationFrame() at the end you can have it skip a repaint if the buffer is not ready to draw and so every repaint is drawn as it is expected. The position of requestAnimationFrame() in the game loop has a big difference.

JavaScript Duration of animation isn't exact

First of all I want to mention two things,
One: My code isn't perfect (esspechially the eval parts) - but I wanted to try something for my self, and see if I could duplicate the jQuery Animation function, so please forgive my "bad" practices, and please don't suggest that I'll use jQuery, I wanted to experiment.
Two: This code isn't done yet, and I just wanted to figure out what makes it work badly.
So the animation runs for about 12 seconds while the duration parameter I entered was 15 seconds, What am I doing wrong?
function animate(elem, attr, duration){
if(attr.constructor === Object){//check for object literal
var i = 0;
var cssProp = [];
var cssValue = [];
for(key in attr) {
cssProp[i] = key;
cssValue[i] = attr[key];
}
var fps = (1000 / 60);
var t = setInterval(function(){
for(var j=0;j<cssProp.length;j++){
if(document.getElementById(elem).style[cssProp[j]].length == 0){
//asign basic value in css if the object dosn't have one.
document.getElementById(elem).style[cssProp[j]]= 0;
}
var c = document.getElementById(elem).style[cssProp[j]];
//console.log(str +" | "+c+"|"+cssValue[j]);
if(c > cssValue[j]){
document.getElementById(elem).style[cssProp[j]] -= 1/((duration/fps)*(c-cssValue[j]));
}else if(c < cssValue[j]){
document.getElementById(elem).style[cssProp[j]] += 1/((duration/fps)*(c-cssValue[j]));
}else if(c == cssValue[j]){
window.clearInterval(t);
}
}
},fps);
}
}
animate('hello',{opacity:0},15000);
html:
<p id="hello" style="opacity:1;">Hello World</p>
Note: I guess there is a problem with the
(duration/fps)*(c-cssValue[j])
Part or/and the interval of the setInterval (fps variable).
Thanks in advance.
I'm not gonna try and refactor that and figure it out, cause it's pretty wonky. That said... a few things.
Don't rely on the value you are animating to let you know animation progress
In general your approach is unsound. You are better off keeping track of progress yourself. Also, as a result of your approach your math seems like it's trying too hard, and should be much simpler.
Think of it like this: your animation is complete when the time has elapsed, not when the animated value seems to indicate that it's at the final position.
Don't increment, set
Floating point math is inexact, and repeated addition cumulation like this is going accumulate floating point errors as well. And it's far more readable to make some variables to keep track of progress for you, which you can use in calculations.
animatedValue += changeOnThisFrame // BAD!
animatedValue = valueOnThisFrame // GOOD!
Don't do the positive/negative conditional dance
It turns out that 10 + 10 and 10 - (-10) is really the same thing. Which means you can always add the values, but the rate of change can be negative or positive, and the value will animate in the appropriate direction.
timeouts and intervals aren't exact
Turns out setTimeout(fn, 50) actually means to schedule the fn to be call at least 50ms later. The next JS run loop to execute after those 50ms will run the function, so you can't rely on it to be perfectly accurate.
That said it's usually within a few milliseconds. But 60fps is about 16ms for frame, and that timer may actually fire in a variable amount of time from 16-22ms. So when you do calculations based on frame rate, it's not matching the actual time elapsed closely at all.
Refactor complex math
Deconstructing this line here is gonna be hard.
document.getElementById(elem).style[cssProp[j]] -= 1/((duration/fps)*(c-cssValue[j]));
Why for more complex break it up so you can easily understand what's going on here. refactoring this line alone, I might do this:
var style = document.getElementById(elem).style;
var changeThisFrame = duration/fps;
var someOddCalculatedValue = c-cssValue[j];
style[cssProp[j]] -= 1 / (changeThisFrame * someOddCalculatedValue);
Doing this makes it clearer what each expression in your math means and what it's for. And because you didn't do it here, I had a very hard time wondering why c-cssValue[j] was in there and what it represents.
Simple Example
This is less capable than what you have, but it shows the approach you should be taking. It uses the animation start time to create the perfect value, depending on how complete the animation should be, where it started, and where it's going. It doesn't use the current animated value to determine anything, and is guaranteed to run the full length of the animation.
var anim = function(elem, duration) {
// save when we started for calculating progress
var startedAt = Date.now();
// set animation bounds
var startValue = 10;
var endValue = 200;
// figure out how much change we have over the whole animation
var delta = endValue - startValue;
// Animation function, to run at 60 fps.
var t = setInterval(function(){
// How far are we into the animation, on a scale of 0 to 1.
var progress = (Date.now() - startedAt) / duration;
// If we passed 1, the animation is over so clean up.
if (progress > 1) {
alert('DONE! Elapsed: ' + (Date.now() - startedAt) + 'ms');
clearInterval(t);
}
// Set the real value.
elem.style.top = startValue + (progress * delta) + "px";
}, 1000 / 60);
};
anim(document.getElementById('foo'), 5000);
​
JSFiddle: http://jsfiddle.net/DSRst/
You cannot use setInterval for accurate total timing. Because JS is single threaded and multiple things compete for cycles on the one thread, there is no guarantee that the next interval call will be exactly on time or that N intervals will consume the exact duration of time.
Instead, pretty much all animation routines get the current time and use the system clock to measure time for the total duration. The general algorithm is to get the start time, calculate a desired finish time (starttime + duration). Then, as you've done, calculate the expected step value and number of iterations. Then, upon each step, you recalculate the remaining time left and the remaining step value. In this way, you ensure that the animation always finishes exactly (or nearly exactly) on time and that you always get exactly to the final position. If the animation gets behind the ideal trajectory, then it will self correct and move slightly more for the remaining steps. If it gets ahead for any reason (rounding errors, etc...), it will dial back the step size and likewise arrive at the final position on time.
You may also need to know that browsers don't always support very small timing amounts. Each browser has some sort of minimum time that they will allow for a timer operation. Here's an article on minimum timer levels.
Here's an article on tweening (the process of continually recalculating the step to fit the duration exactly).
I'd also suggest that you look at the code for doing animation in some libraries (jQuery, YUI or any other one you find) as they can all show you how this is done in a very general purpose way, including tweening, easing functions, etc...

How to solve different FPS in requestAnimationFrame on different browsers?

How to solve different FPS in requestAnimationFrame on different browsers?
I am making a 3D game using THREE.js that uses requestAnimationFrame and it is fast on Google Chrome 15.
However, it is really slow on Firefox 6 and really really slow (slower than Firefox) on IE9.
This is really a big problem and I am wondering if there is a solution to that.
Thanks.
The common thing to do is to create a deltaTime (dt) variable which is then be used as a parameter for every animation/update cycle.
Code is only for visualizing the problem/solution.
// ...
timer: function(){
var now = new Date().getTime(); // get current time
this.controls.dt = now - this.controls.time; // calculate time since last call
this.controls.time = now; // update the current application time
this.controls.frame++; // also we have a new frame
return this.controls.dt ;
}
for any call to the render function you then pass dt
// we call the update function with every request frame
update: function(){
var dt = this.timer();
_.each(this.activeViews, function(item){ item.update(dt); }); // this is underscore.js syntax
}
item.update(dt) looks like that
//...
var x = this.position.get(x);
x = x + (10*dt); // meaning: x increases 10 units every ms.
this.position.x = x;
As far as I know there's no way to really fix this, other than making your code less resource intensive.
Chrome seems to be the fastest browser, but usually FF is not far behind, but IE is still slow. Depending on the rendering methods, canvas, svg or webGL, it's also very dependent on your local hardware as it uses the clientside for most things, and complicated webGL renderings need a powerful GPU to achieve good framerates.
There are ways to measure the framerate on the fly, and change your animations accordingly.
Here's a very simple example that measures framerate.
function step(timestamp) {
var time2 = new Date;
var fps = 1000 / (time2 - time);
time = time2;
document.getElementById('test').innerHTML = fps;
window.requestAnimationFrame(step);
}
var time = new Date(), i = 0;
window.requestAnimationFrame(step);
<div id="test"></div>
This is just an instant measure that's not that accurate, you'd probably want something that measures over some time to get a more correct framerate for the browser being used.
Also note the timestamp argument, which in requestAnimationFrame is high-res timestamp with a minimal precision of 1 milliseconds, that can also be used to deterine the speed of the animation, and any browser lag.
On some browsers requestAnimationFrame works something like
setTimeout(callback, 1000 / (16 + N)
where N is time required for your code to execute. Which means it caps your FPS at 62Hz but if your code works slowly, it will cap at something way lower. It basically tries to make a 16ms gap between every gap. Of course, this is not true for all browsers and will probably change in the future anyway but it still may give you an idea how it works.
Even if it was implemented the same in every browser, there are many factors which affect the performance of your code and etc. You can never be sure your code will be running at a constant frequency.
The Crafty framework does something that's a bit different, but might work for some cases -- the number of game ticks per draws is not constant. Rather, it notices when the framerate is falling behind some ideal target, and will cycle through multiple game ticks before performing the draw step. You can see the step function on github.
This works well so long as the game would be running smoothly. But if you try something more processor intensive, it can tend to exacerbate the situation, as it will prioritize game logic over animation.
In any case, it'll only work if the game logic and render logic are somewhat decoupled. (If they were completely decoupled you might be able to put them in completely separate loops.)
As adeneo mentioned, the requestAnimationFrame callback is sent a timestamp argument. Here is a solution to measure the delta between requestAnimationFrame events using that timestamp argument instead of creating a separate variable using the Date() function (which performance.now() may be a better solution anyhow).
This solution also includes a Start/Stop option to show why I am using a separate function to initialize the previousTimestamp at each start, and why I am setting a reqID value.
var reqID, previousTimestamp, output;
const raf = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
const caf = window.cancelAnimationFrame || window.mozCancelAnimationFrame;
// This is run first to set the previousTimestamp variable with an initial value, and then call the rafLoop function.
const startStop = () => {
if ($('#start-stop').prop('checked')) {
reqID = raf(timestamp => {
previousTimestamp = timestamp;
reqID = raf(rafLoop);
});
}
else caf(reqID);
};
const rafLoop = timestamp => {
animation(timestamp - previousTimestamp);
previousTimestamp = timestamp;
reqID = raf(rafLoop);
};
// Create animation function based on delta timestamp between animation frames
const animation = millisesonds => {
output.html(millisesonds);
};
$(document).ready(() => {
output = $('#output');
$('#start-stop').change(startStop);
$('#start-stop').prop('checked', true).trigger('change');
});
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>requestAnimationFrame</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
</head>
<body>
<label for="start-stop">Start/Stop: </label><input class="switch" type="checkbox" id="start-stop"><br>
<div id="output"></div>
</body>
See also https://codepen.io/sassano/pen/wvgxxMp for another sample with animation from which this snippet was derived.

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