<html lang="en">
<head>
<meta charset=utf-8 />
<title>Boucing rectangle with high resolution timer and adjustable frame rate</title>
<script>
var canvas, ctx;
var width, height;
var x, y, incX; // incX is the distance from the previous drawn rectangle to the new one
var speedX; // speedX is the target speed of the rectangle
// for time based animation, DelayInMS corresponds to the target framerate
var now, delta, delayInMS, totalTimeSinceLastRedraw=0;
// High resolution timer
var then = performance.now();
// Michel Buffa : set the target framerate TRY TO CHANGE THIS VALUE AND SEE
// THE RESULT. Try 2 frames/s, 10 frames/s, 60, 100 frames/s Normally there
// should be a limit at 60 frames/s in the browser's implementations.
setFrameRateInFramesPerSecond(60);
function setFrameRateInFramesPerSecond(framerate) {
delayInMs = 1000 / framerate;
}
// Called after the DOM is ready (page loaded)
function init() {
// init the different variables
canvas = document.querySelector("#mycanvas");
ctx = canvas.getContext('2d');
width = canvas.width;
height = canvas.height;
x=10; y = 10;
// Target speed in pixels/second, try with high values, 1000, 2000...
speedX = 2000;
// Start animation
requestAnimationFrame(animationLoop)
}
function animationLoop(time) {
// Measure time, with high resolution timer
now = time
// How long between the current frame and the previous one ?
delta = now - then;
//console.log("delta = " + delta + " total = " + totalTimeSinceLastRedraw + " delay = " + delayInMs);
if(totalTimeSinceLastRedraw > delayInMs) {
//console.log("yes")
// Compute the displacement in x (in pixels) in function of the time elapsed since the last draw and
// in function of the wanted speed. This time instead of delta we
// use totalTimeSinceLastRedraw as we're not drawing always at
// each execution of mainloop
incX = calcDistanceToMove(totalTimeSinceLastRedraw, speedX);
//console.log("dist = " + incX);
// an animation is : 1) clear canvas and 2) draw shapes,
// 3) move shapes, 4) recall the loop with requestAnimationFrame
// clear canvas
ctx.clearRect(0, 0, width, height);
ctx.strokeRect(x, y, 10, 10);
// move rectangle
x += incX;
// check collision on left or right
if((x+10 >= width) || (x <= 0)) {
// cancel move + inverse speed
x -= incX;
speedX = -speedX;
}
// reset the total time since last redraw
totalTimeSinceLastRedraw = delta;
} else {
//console.log("no");
// sum the total time since last redraw
totalTimeSinceLastRedraw += delta;
}
// Store time
then = now;
// animate. This works only in Chrome. For FF use mozRequestAnimationFrame
// For support for all browsers, look at the shym in the HTML5 course.
requestAnimationFrame(animationLoop);
}
// We want the rectangle to move at speed pixels/s (there are 60 frames in a second)
// If we are really running at 60 frames/s, the delay between frames should be 1/60
// = 16.66 ms, so the number of pixels to move = (speed * del)/1000. If the delay is twice
// longer, the formula works : let's move the rectangle twice longer!
var calcDistanceToMove = function(delta, speed) {
return (speed * delta) / 1000;
}
</script>
</head>
<body onload="init();">
<canvas id="mycanvas" width="200" height="50" style="border: 2px solid black"></canvas>
</body>
</html>
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