我正在尝试与一些画布动画一起创建一个计时器。动画使用设置为60 fps的函数循环来刷新画布并重绘对象。我能想到制作秒表的唯一方法是使用相同的循环来获取每帧的毫秒数并将其添加到文本对象中。我只是想知道是否有更有效的方法来做到这一点?
var frame = 0;
canvas.setLoop(function() {
if(particle.x < 1080 && particle.x > 0){
frame++;
particle.x = 540 + (acc*frame*frame)/120;
gField.t.text = "g = 9.81ms⁻²\nMass = "+particle.mass+"kg\nF = ma\nFrame: " + frame + "\nDistance: " + (particle.x - 540).toFixed(1);
stopwatch();
}else{
canvas.timeline.stop();
}
})
var sec = 0;
var tsec = 0;
var hsec = 0;
function stopwatch(){
hsec+= (5/3);
if(hsec >= 10){
tsec++;
hsec = hsec -10;
}
if(tsec >= 10){
sec++;
tsec = tsec-10;
}
time.text = (sec)+":"+(tsec)+(hsec).toFixed(0);
}
var clicks = 0
control.button.bind("click tap", function() {
clicks++;
if(clicks == 1){
canvas.timeline.start();
}else{
clicks = 0;
canvas.timeline.stop();
}
})
P.S。这是一个动力学模拟程序。我使用oCanvas库作为画布动画。
答案 0 :(得分:2)
使用requestAnimationFrame,因为这是您使用JavaScript获得的最准确的计时器,奖励是它将为您提供高分辨率的时间戳:
var ctx = canvas.getContext('2d'),
startTime = null,
lastTime = null, // for scale
isRunning = false,
FPS = 1000/60,
x = 0,
dx = 4; // ideal frame rate
function loop(timeStamp) {
if (!startTime) startTime = timeStamp;
var timeDiff = lastTime ? timeStamp - lastTime : FPS,
timeElapsed = timeStamp - startTime,
timeScale = timeDiff / FPS; // adjust variations in frame rates
lastTime = timeStamp;
ctx.clearRect(0,0,canvas.width, canvas.height);
// do your stuff using timeScale, ie:
// pos.x += velocity.x * timeScale
x += dx * timeScale;
if (x < 0 || x > canvas.width-1) dx = -dx;
ctx.fillRect(x,0,8,8);
ctx.fillText((timeElapsed*0.001).toFixed(4), 10, 50);
ctx.fillText(timeScale.toFixed(1), 10, 90);
if (isRunning) requestAnimationFrame(loop);
}
ctx.font = "40px sans-serif";
btnToggle.addEventListener("click", function() {
if (isRunning) {
isRunning = false;
this.innerHTML = "Start";
} else {
startTime = lastTime = null;
isRunning = true;
requestAnimationFrame(loop)
this.innerHTML = "Stop";
}
}, false);
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<canvas id=canvas width=360 height=100></canvas>
<br><button id="btnToggle">Start</button>
&#13;
要重置开始时间,请使用null(或0)初始化它。这里使用isRunning
作为如何停止循环的示例(通过将其设置为false)。
请注意,timeScale
用于补偿帧速率变化。如果循环没有以60 FPS运行,那么timeScale
将补偿这一点,即。如果FPS为30 timeScale
则为2,因此您可以根据时间正确更新参数。