Very laggy animation in javascript - javascript

I have made a board with 156X64 divs 3 pixel each with border radius, so it looks like a board out of LED. I have string representing 0 or 1 of each 7X5 matrix of letters.
var lgeoa="00100001000001000001100011000101110";//7X5 matrix letter A
var lgeob="10000111000010001010100011000101110";//7X5 matrix letter B
and so on...
Drawing letter means change corresponding div background color. It is working fine, but after that I wanted to animate them the problem started. I clear line and draw in every 10 milliseconds, but its very very laggy. So please how can this code be optimized to work without lags?
P.S. Surprisingly it's working better in IE11 rather than in chrome.
Here is a fiddle

There's a lot of optimization that can be done here. I'll point out a couple.
Starting with the animate function, the first thing I notice is that you're running a bit of code every 10ms. Why don't we check out what's being run?
function animate() {
var string = "აბგდევზთიკლმნოპჟრსტუფქღყშჩცძწჭხჯჰ ტესტ ტესტ აი ემ ე თეიბლ ტექსტი იწერება აქ"; //string to animate
position = 150; //initial position of string
window.setInterval(function () {
clearLine(0);
drawOnBoard(string, position, 0);
position = position - 1;
}, 10);
}
Clearline is the first function.
function clearLine(n){
for(var i=n*symbolHeight*lineWidth+n*lineWidth;i<(n+1)*symbolHeight*lineWidth+n*lineWidth;i++)
leds[i].style.backgroundColor="black";
}
That's a bit of a mess in the for loop. My understanding is that non-compiled code will run all of that math for every single iteration. So let's move it out of the for loop.
function clearLine(n) {
var initial = n * symbolHeight * lineWidth + n * lineWidth;
var length = (n + 1) * symbolHeight * lineWidth + n * lineWidth;
for (var i = initial; i < length; i++)
leds[i].style.backgroundColor = "black";
}
Ah but there's still more to be done. I see that both equations have a lot of shared math.
function clearLine(n) {
var whateverThisIs = symbolHeight * lineWidth + n * lineWidth;
var initial = n * whateverThisIs;
var length = (n + 1) * whateverThisIs;
for (var i = initial; i < length; i++)
leds[i].style.backgroundColor = "black";
}
I saw that you're moving on so I'll stop working on this for now. There's still plenty more to optimize.
Here's a fiddle of the updated version.

Related

How do you avoid the "RangeError: Maximum call stack size exceeded" error?

I'm currently working on a maze generating algorithm called recursive division. The algorithm is quite simple to understand: Step 1: if the height of your chamber is smaller than the width, divide your grid/chamber with a vertical line. If the height is greater than the width, then divide your chamber with a horizontal line. Step 2: Repeat step 1 with the sub-chambers that were created by the lines. You want to repeat these steps until you get a maze (until the width or height equals 1 unit).
The problem that I have with this algorithm is that JavaScript prints out a RangeError, meaning that I called the function that creates the maze too many times (I'm trying to implement this algorithm with a recursive function). Is there any way to avoid/prevent this from happening? Or am I missing something important in my code that makes the algorithm not work properly?
I have tried to implement a trampoline function, but since I'm a beginner I just don't understand it well enough to implement my self. I have also restarted my entire project ruffly 3 times with some hope that I will come up with a different approach to this problem, but I get the same error every time.
My code here:
//leftCord = the left most x coordinate of my chamber/grid, upCord = the upmost y coordinate of my
grid etc.
//(0, 0) IS POSITIONED IN THE LEFT TOP NODE OF MY GRID
function createMaze(leftCord, rightCord, upCord, downCord) {
var height = Math.abs(downCord - upCord);
var width = Math.abs(rightCord - leftCord);
if (height < 2 || width < 2) {
//The maze is completed!
return;
} else {
if (height < width) {
//cut the chamber/grid vertically
//Getting a random number that's EVEN and drawing the function x = 'random number' on the grid
var x = randomNum(leftCord / 2, rightCord / 2) * 2;
var lineX = [];
for (i = upCord; i < downCord; i++) {
lineX.push(grid[i][x]);
}
//Making a random door/passage and making sure it's ODD
var randomDoor = randomNum(0, lineX.length / 2) * 2 + 1;
lineX.splice(randomDoor, 1);
//Drawing the line
for (i = 0; i < lineX.length; i++) {
lineX[i].className = "wall";
}
//Making the same thing again, but with the left and right sub-chambers that were created by the line
createMaze(leftCord, x, upCord, downCord);
createMaze(x, rightCord, upCord, downCord);
} else {
//cut the chamber/grid horizontally
//Getting a random number that's EVEN and drawing the function y = 'random number' on the grid
var y = randomNum(0, downCord / 2) * 2;
var lineY = [];
for (i = leftCord; i < rightCord; i++) {
lineY.push(grid[y][i]);
}
//Making a random door/passage and making sure it's ODD
var randomDoor = randomNum(0, lineY.length / 2) * 2 + 1;
lineY.splice(randomDoor, 1);
//Drawing the line
for(i = 0; i < lineY.length; i++){
lineY[i].className = "wall";
}
//Making the same thing again, but with the upper and lower-chambers that were created by the line
createMaze(leftCord, rightCord, upCord, y);
createMaze(leftCord, rightCord, y, downCord);
}
}
}
This is happening because you never initialize i with var- it is sent into the global scope and is overwritten each function call.

Canvas animation with JavaScript. Random coordinates and speed at every initiation

Edited : Thanks to all for valuable time and effort. Finally I made this )) JSfiddle
I was just playing with canvas and made this. Fiddle link here.
... some code here ...
var cords = [];
for(var i = 50; i <= width; i += 100) {
for(var j = 50; j <= height; j += 100) {
cords.push({ cor: i+','+j});
}
}
console.log(cords);
var offset = 15,
speed = 0.01,
angle = 0.01;
cords.forEach(function(e1) {
e1.base = parseInt(Math.random()*25);
e1.rgb = 'rgb('+parseInt(Math.random()*255)+','+parseInt(Math.random()*255)+','+parseInt(Math.random()*255)+')';
});
setInterval(function() {
cords.forEach(function(e1) {
e1.base = parseInt(Math.random()*25);
e1.rgb = 'rgb('+parseInt(Math.random()*255)+','+parseInt(Math.random()*255)+','+parseInt(Math.random()*255)+')';
});
},5000);
function render() {
ctx.clearRect(0,0,width,height);
cords.forEach(function(e1) {
//console.log(e1);
ctx.fillStyle = e1.rgb;
ctx.beginPath();
var r = e1.base + Math.abs(Math.sin(angle)) * offset;
var v = e1.cor.split(',');
ctx.arc(v[0],v[1],r,0,Math.PI * 2, false);
ctx.fill();
});
angle += speed;
requestAnimationFrame(render);
}
render();
Was wondering if -
Coordinates can be made random, now they are fixed as you can see. After 5000 mil, balls will show up in various random cords but even at their fullest they won't touch each other.
Every ball has same speed for changing size, I want that to be different too. Meaning, After 5000 mil, they show up with different animation speeds as well.
Also any suggestion on improving code and making it better/quicker/lighter is much appreciated. Thank you !
TL;DR - See it running here.
Making the coordinates random:
This requires you to add some random displacement to the x and y coordinates. So I added a random value to the coordinates. But then a displacement of less than 1 is not noticeable. So you'd need to magnify that random number by a multiplier. That's where the randomizationFactor comes in. I have set it to 100 since that is the value by which you shift the coordinates in each iteration. So that gives a truly random look to the animation.
Making Speed Random:
This one took me a while to figure out, but the ideal way is to push a value of speed into the array of coordinates. This let's you ensure that for the duration of animation, the speed will remain constant and that gives you a smoother feel. But again multiplying the radius r with a value between 0 and 1 reduces the speed significantly for some of the circles. So I have added a multiplier to 3 to compensate slightly for that.
Ideally I'd put a 2, as the average value of Math.random() is 0.5, so a multiplier of 2 would be adequate to compensate for that. But a little experimentation showed that the multiplier of 3 was much better. You can choose the value as per your preference.
Your logic of generating the coordinates changes as follows:
for(var i = 50; i <= width;i += 100) {
for(var j = 51; j <= height;j += 100) {
var x = i + (Math.random() - 0.5)*randomizationFactor;
var y = j + (Math.random() - 0.5)*randomizationFactor;
cords.push({ cor: x+','+y, speed: Math.random()});
}
}
Your logic of enlarging the circles changes as follows:
function render() {
ctx.clearRect(0,0,width,height);
cords.forEach(function(e1) {
//console.log(e1);
ctx.fillStyle = e1.rgb;
ctx.beginPath();
var r = e1.base + Math.abs(Math.sin(angle)) * offset * e1.speed * 3;
var v = e1.cor.split(',');
ctx.arc(v[0],v[1],r,0,Math.PI * 2, false);
ctx.fill();
});
angle += speed ;
requestAnimationFrame(render);
}
Suggestion: Update the coordinates with color
I'd probably also update the location of circles every 5 seconds along with the colors. It's pretty simple to do as well. Here I've just created a function resetCoordinates that runs every 5 seconds along with the setBaseRgb function.
var cords = [];
function resetCoordinates() {
cords = [];
for(var i = 50; i <= width;i += 100) {
for(var j = 51; j <= height;j += 100) {
var x = i + (Math.random() - 0.5)*randomizationFactor;
var y = j + (Math.random() - 0.5)*randomizationFactor;
cords.push({ cor: x+','+y, speed: Math.random()});
}
}
}
UPDATE I did some fixes in your code that can make your animation more dynamic. Totally rewritten sample.
(sorry for variable name changing, imo now better)
Built in Math.random not really random, and becomes obvious when you meet animations. Try to use this random-js lib.
var randEngine = Random.engines.mt19937().autoSeed();
var rand = function(from, to){
return Random.integer(from, to)(randEngine)
}
Internal base properties to each circle would be better(more dynamic).
var circles = [];
// better to save coords as object neither as string
for(var i = 50; i <= width; i += 100)
for(var j = 50; j <= height; j += 100)
circles.push({
coords: {x:i,y:j}
});
We can adjust animation with new bouncing property.
var offset = 15,
speed = 0.005,
angle = 0.01,
bouncing = 25;
This is how setBaseRgb function may look like
function setBaseRgb(el){
el.base = rand(-bouncing, bouncing);
el.speed = rand(5, 10) * speed;
el.angle = 0;
el.rgb = 'rgb('+rand(0, 255)+','+rand(0, 255)+','+rand(0, 255)+')';
}
All your animations had fixed setInterval timeout. Better with random timeout.
cords.forEach(function(el){
// random timeout for each circle
setInterval(setBaseRgb.bind(null,el), rand(3000, 5000));
})
You forgot to add your base to your circle position
function render() {
ctx.clearRect(0,0,width,height);
circles.forEach(function(el) {
ctx.fillStyle = el.rgb;
ctx.beginPath();
var r = bouncing + el.base + Math.abs(Math.sin(el.angle)) * offset;
var coords = el.coords;
ctx.arc(
coords.x + el.base,
coords.y + el.base,
r, 0, Math.PI * 2, false
);
ctx.fill();
el.angle += el.speed;
});
requestAnimationFrame(render);
}
render();
Effect 1 JSFiddle
Adding this
if(el.angle > 1)
el.angle=0;
Results bubling effect
Effect 2 JSFiddle
Playing with formulas results this
Effect 3 JSFiddle

Pixi.js draw falling squares

I drawed a grid based system on canvas using PIXI.js.
I'm trying to animate the thing, first each particle position.y is -200, then using Tween.js I'm trying to make them fall.
I change the position to the correct position, which is particle._y.
As you notice you will see after falling there are some empty spaces and CPU is over heating.
http://jsbin.com/wojosopibe/1/edit?html,js,output
function animateParticles() {
for (var k = 0; k < STAGE.children.length; k++) {
var square = STAGE.children[k];
new Tween(square, 'position.y', square._y, Math.floor(Math.random() * 80), true);
}
}
I think I'm doing something wrong.
Can someone please explain me what I'm doing wrong and why there are some empty spaces after falling?
The reason for the empty spaces is that some of your animations are not starting. The cause is in this line:
new Tween(square, 'position.y', square._y, Math.floor(Math.random() * 80), true);
Looking at your function definition for Tween.js, I see this:
function Tween(object, property, value, frames, autostart)
The fourth parameter is frames. I'm assuming this is the number of frames required to complete the animation.
Well your Math.floor function willl sometimes return zero, meaning the animation will have no frames and won't start!!
You can fix this by using math.ceil() instead. This way there will always be at least 1 frame for the animation:
new Tween(square, 'position.y', square._y, Math.ceil(Math.random() * 80), true);
Now, as for performance, I would suggest setting this up differently...
Animating all those graphics objects is very intensive. My suggestion would be to draw a single red square, and then use a RenderTexture to generate a bitmap from the square. Then you can add Sprites to the stage, which perform WAY better when animating.
//Cretae a single graphics object
var g = new PIXI.Graphics();
g.beginFill(0xFF0000).drawRect(0, 0, 2, 2).endFill();
//Render the graphics into a Texture
var renderTexture = new PIXI.RenderTexture(RENDERER, RENDERER.width, RENDERER.height);
renderTexture.render(g);
for (var i = 0; i < CONFIG.rows; i++) {
for (var j = 0; j < CONFIG.cols; j++) {
var x = j * 4;
var y = i * 4;
//Add Sprites to the stage instead of Graphics
var PARTICLE = new PIXI.Sprite(renderTexture);
PARTICLE.x = x;
PARTICLE.y = -200;
PARTICLE._y = H - y;
STAGE.addChild(PARTICLE);
}
}
This link will have some more examples of a RenderTexture:
http://pixijs.github.io/examples/index.html?s=demos&f=render-texture-demo.js&title=RenderTexture

How to drag connected lines using html5-canvas

Currently I have this sample which creates four points , then connects it.
Basically what I want is to drag the whole connection of the lines(area) when you click on a line but when you selects the circle it should be extended(already implemented)
for(var i=0;i<connectors.length;i++){
var c=connectors[i];
var s=anchors[c.start];
var e=anchors[c.end];
ctx.beginPath();
ctx.moveTo(s.x,s.y);
ctx.lineTo(e.x,e.y);
ctx.stroke();
}
// draw circles
for(var i=0;i<anchors.length;i++){
ctx.beginPath();
ctx.arc(anchors[i].x,anchors[i].y,radius,0,Math.PI*2);
ctx.fill();
ctx.fillText(anchors[i].label,anchors[i].x-5,anchors[i].y-15);
}`
You got 2 important steps you have to tackle for this problem:
1 - Detect if the mouse is on a line when holding down LMB.
2 - Move all dots connected to the line in question when moving mouse.
Detect if a point is on a line
Theory: Mathematically you can detect if a point is on a (enclosed) line if the distance between said point to the 2 ends of the line is EQUAL to the distance between the 2 ends of the line.
More information: here
I wrote a little function to check this:
function mouseOnLine(mousePos) {
for (var i = 0 ; i < connectors.length; i++){
var pA = anchors[connectors[i].start];
var pB = anchors[connectors[i].end];
var first = distanceBetween(pA,mousePos) + distanceBetween(pB,mousePos);
var second = distanceBetween(pA,pB);
if (Math.abs(first - second) < 0.3) //Threshold of 0.3
return connectors[i];
}
return null;
}
Important to note: I don't check if it's equal to 0, but rather if the difference is smaller than 0.3, so the mouse doesn't have to be exactly on the line, as that would be quite hard to achieve.
Distance between is a simple pythagoras calculation:
var distanceBetween = function (point1, point2) {
var distX = Math.abs( point1.x - point2.x);
var distY = Math.abs(point1.y - point2.y);
return Math.sqrt((distX * distX) + (distY * distY));
}
Move all points connected to this one
Theory: As soon as we detected that the mousebutton is held down on top of a line, we have to find the first point of that form. We know that each polygon contains 4 points, so we can just loop over the next 4 points.
We can find the first point of the polygon (assuming they're always in order), with a little calculation:
var startPoints = Math.floor(fullDrag.start / 4) * 4;
//Example: We clicked on the line starting with point 3. this will return:
//Math.floor(3 / 4) * 4 ==> Math.floor(0.75) * 4 ==> 0 * 4 ==> 0
Now just loop and move it all:
var startPoints = Math.floor(fullDrag.start / 4) * 4;
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
for (var i = 0; i < 4; i++) {
anchors[startPoints+i].x +=(mouseX-startX);
anchors[startPoints+i].y +=(mouseY-startY);
}
startX=mouseX;
startY=mouseY;
Other people reading this: The code shown above are only snippets from the entire solution. You can find a working fiddle right here

HTML 5 canvas animation - objects blinking

I am learning ways of manipulating HTML 5 Canvas, and decided to write a simple game, scroller arcade, for better comprehension. It is still at very beginning of development, and rendering a background (a moving star field), I encountered little, yet annoying issue - some of the stars are blinking, while moving. Here's the code I used:
var c = document.getElementById('canv');
var width = c.width;
var height = c.height;
var ctx = c.getContext('2d');//context
var bgObjx = new Array;
var bgObjy = new Array;
var bgspeed = new Array;
function init(){
for (var i = 1; i < 50; i++){
bgObjx.push(Math.floor(Math.random()*height));
bgObjy.push(Math.floor(Math.random()*width));
bgspeed.push(Math.floor(Math.random()*4)+1);
}
setInterval('draw_bg();',50);
}
function draw_bg(){
var distance; //distace to star is displayed by color
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect(0,0,width,height);
for (var i = 0; i < bgObjx.length; i++){
distance = Math.random() * 240;
if (distance < 100) distance = 100;//Don't let it be too dark
ctx.fillStyle = "rgb("+distance+","+distance+","+distance+")";
ctx.fillRect(bgObjx[i], bgObjy[i],1,1);
bgObjx[i] -=bgspeed[i];
if (bgObjx[i] < 0){//if star has passed the border of screen, redraw it as new
bgObjx[i] += width;
bgObjy[i] = Math.floor(Math.random() * height);
bgspeed[i] = Math.floor (Math.random() * 4) + 1;
}
}
}
As you can see, there are 3 arrays, one for stars (objects) x coordinate, one for y, and one for speed variable. Color of a star changes every frame, to make it flicker. I suspected that color change is the issue, and binded object's color to speed:
for (var i = 0; i < bgObjx.length; i++){
distance = bgspeed[i]*30;
Actually, that solved the issue, but I still don't get how. Would any graphics rendering guru bother to explain this, please?
Thank you in advance.
P.S. Just in case: yes, I've drawn some solutions from existing Canvas game, including the color bind to speed. I just want to figure out the reason behind it.
In this case, the 'Blinking' of the stars is caused by a logic error in determining the stars' distance (color) value.
distance = Math.random() * 240; // This is not guaranteed to return an integer
distance = (Math.random() * 240)>>0; // This rounds down the result to nearest integer
Double buffering is usually unnecessary for canvas, as browsers will not display the drawn canvas until the drawing functions have all been completed.
Used to see a similar effect when programming direct2d games. Found a double-buffer would fix the flickering.
Not sure how you would accomplish a double(or triple?)-buffer with the canvas tag, but thats the first thing I would look into.

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