Reputation: 187
I am trying to use the method 'requestAnimationFrame' with the help I can find on Internet. I can move an element, but when I want to do it with sprites, I am lost.
For example, the code below is working normally with 'setInterval', but I cannot manage to make it work with 'requestAnimationFrame'.
<!DOCTYPE html>
<html>
<head>
<title>Animating Sprites in HTML5 Canvas</title>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, user-scalable=no">
<style>
.demo {background: #aaaaaa;}
#myCanvas{background: #cccccc}
</style>
</head>
<body class="demo">
<canvas id="myCanvas" width="800" height="100"></canvas>
<script>
(function() {
// Canvas
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
// Set the fill style for the drawing context.
ctx.fillStyle = '#3399ff';
// VARIABLES
var width = 48; // Width CANVAS
var height = 60; // Height CANVAS
var xFrame = 0; // Frame x coordinate
var yFrame = 0; // Frame y coordinate
var dxFrame = 0; // Frame dx position in canvas
var dyFrame = 0; // Frame dy position in canvas
// SPRITE used
image = new Image()
image.src = 'myRunner2.png';
//
var requestID;
// shim layer with setTimeout fallback
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element){
window.setTimeout(callback, 1000 / 60);
};
})();
// FUNCTION DRAWING MOVE (xFrame = 0 & yFrame = 1)
var drawMove = function(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(image, width * xFrame, height * yFrame, width, height, dxFrame, dyFrame, width, height);
if (xFrame == 7) {
xFrame = 0;
} else {
xFrame++
dxFrame+=2;
}
//window.requestAnimFrame(eMove);
}
// ANIMATION in 3 moves: Idle + Move + Tired
var intA;
function eMove() {
// Runner in motion (8 frames)
yFrame = 1;
xFrame = 0;
clearInterval(intA);
intA = setInterval(drawMove, 100);
}
eMove();
}());
</script>
</body>
</html>
I am looking for help about this issue, a portion of code will be great but a way to work or a direction to look for will be good as well. How to manipulate sprite with the method 'requestAnimationFrame'?
Ultimately, my goal is to move a sprite in one direction and the background in the other direction. I can move the sprite in one direction with setTimeout/setInterval methods alone or I can move in the other direction the background with 'requestAnimationFrame', but also separately.
I hope you understand my problem. Thank you,
JLuc01
Upvotes: 0
Views: 1225
Reputation: 5205
For requestAnimationFrame to work well it needs an accurate timer by which it can update the progress. The animation would then also depend on this variable. Of course a total duration will have to be set as well (to measure the progress). Here's a general piece of code :
var initial = update = new Date().getTime(), progress = 0, duration = 2000;
requestAnimationFrame(frameSequence);
function frameSequence() {
update = new Date().getTime();
var elapsed = update-initial;
progress = Math.max(elapsed/duration, 1);
someFunction(); // do calculations and implement them based on progress
if (progress < 1) requestAnimationFrame(frameSequence);
}
And a live example (relevant code at the bottom)
http://codepen.io/Shikkediel/pen/vEzqoX?editors=001
Edit - some comments promoted to update :
The requestAnimationFrame call is just a basic loop really to replace the timeout. It could be as simple as using requestAnimationFrame(drawMove)
instead of clearInterval(intA); intA = setInterval(drawMove, 100)
. It'll probably do the whole thing in 8/60 of a second that way though (I see there are 8 frames and 60 is the common display refresh rate) - hence a timer would be needed.
This would optimise and work for sure : setInterval(requestAnimationFrame(drawMove), 100)
. It will not force a frame on the display then like a timeout does (giving performance issues and flickering) but make it wait for the first appropriate instance when there is a new paint of the screen. But not using timeouts at all is a much better approach.
Upvotes: 1