我有一些JavaScript代码在画布上使用基于精灵的动画,我试图看看我是否可以提高效率。我已经在使用requestAnimationFrame
,但由于它是基于交互的,我还试图弄清楚如何在设置新帧时绘制帧。但是,无论我尝试什么,即使动画未运行,它仍然似乎正在绘制新帧。有时甚至改变代码似乎会增加CPU使用率。我真的很困惑这里发生了什么。
这是原始代码:
function CanvasSprite(canvas, width, height, sprite_url, rows, columns, total_frames) {
this.canvas = canvas;
this.width = width;
this.height = height;
this.rows = rows;
this.columns = columns;
this.total_frames = total_frames;
this.frame = 0;
var scope = this,
func = function(){
scope.onSpriteSheet.call(scope);
}
this.load('img', 'spritesheet', sprite_url, func);
};
CanvasSprite.prototype.onSpriteSheet = function() {
this.sw = this.spritesheet.width / this.columns;
this.sh = this.spritesheet.height / this.rows;
this.tick(new Date().getTime());
};
CanvasSprite.prototype.load = function(type, prop, url, callback) {
this[prop] = document.createElement(type);
this[prop].addEventListener('load', callback);
this[prop].src = url;
};
CanvasSprite.prototype.draw = function() {
var relativeFrame = Math.round(this.frame * (this.total_frames-1));
var column_frame = relativeFrame % this.columns;
var sx = this.sw * column_frame;
var sy = this.sh * Math.floor(relativeFrame / this.columns);
var context = this.canvas.getContext('2d');
context.clearRect(0, 0, this.width, this.height);
context.drawImage(this.spritesheet, sx, sy, this.sw, this.sh, 0, 0, this.width, this.height);
};
CanvasSprite.prototype.tick = function(time) {
var scope = this,
func = function(time){
scope.draw(time || new Date().getTime());
requestAnimationFrame(func, scope.id);
//console.log("drawing");
};
func();
};
CanvasSprite.prototype.setFrame = function(frame) {
this.frame = frame;
//this.tick(new Date().getTime());
//putting tick() here actually makes it slower :p
};
尝试进一步修改它:
function CanvasSprite(canvas, width, height, sprite_url, rows, columns, total_frames) {
this.canvas = canvas;
this.width = width;
this.height = height;
this.rows = rows;
this.columns = columns;
this.total_frames = total_frames;
this.frameOld = null; //old frame for comparison
this.frame = 0;
var scope = this,
func = function(){
scope.onSpriteSheet.call(scope);
}
this.load('img', 'spritesheet', sprite_url, func);
};
CanvasSprite.prototype.onSpriteSheet = function() {
this.sw = this.spritesheet.width / this.columns;
this.sh = this.spritesheet.height / this.rows;
if(this.frame != this.frameOld) {
this.tick(new Date().getTime()); //only call tick when new frame differs from old
};
};
CanvasSprite.prototype.load = function(type, prop, url, callback) {
this[prop] = document.createElement(type);
this[prop].addEventListener('load', callback);
this[prop].src = url;
};
CanvasSprite.prototype.draw = function() {
var relativeFrame = Math.round(this.frame * (this.total_frames-1));
var column_frame = relativeFrame % this.columns;
var sx = this.sw * column_frame;
var sy = this.sh * Math.floor(relativeFrame / this.columns);
var context = this.canvas.getContext('2d');
context.clearRect(0, 0, this.width, this.height);
context.drawImage(this.spritesheet, sx, sy, this.sw, this.sh, 0, 0, this.width, this.height);
};
CanvasSprite.prototype.tick = function(time) {
var scope = this,
func = function(time){
scope.draw(time || new Date().getTime());
requestAnimationFrame(func, scope.id);
console.log("drawing");
};
func();
};
CanvasSprite.prototype.setFrame = function(frame) {
this.frameOld = this.frame; //update frameOld with previous one
this.frame = frame; //set new frame
};
无论我做什么,控制台都表示即使我没有更新帧,它也会与系统时钟同步。 CPU配置文件也反映了这一点。好像我在这里缺少一些重要的东西。也许canvas已经在幕后进行了优化,所以我的JS没有什么不同,或者只是用不必要的逻辑来减慢它?
答案 0 :(得分:0)
自己解决了!首先,使用isDirty
标志而不是尝试比较帧。然后,由于交互实际上以子帧间隔更新动画,因此将计算要绘制的实际帧的行移动到setFrame
函数中。还将同步动画的tick
函数移动到setFrame
,并在加载时使用对该函数的调用以从零开始。这样就不会经常传递新的日期和时间。最后,测试是否绘制新帧的条件需要在调用draw函数的闭包内。这是因为requestAnimationFrame
实际上比任何对画布的调用都要大得多。
结果呢?在没有更新时没有CPU使用,并且在以下情况下大幅减少;)
function CanvasSprite(canvas, width, height, sprite_url, rows, columns, total_frames) {
this.canvas = canvas;
this.width = width;
this.height = height;
this.rows = rows;
this.columns = columns;
this.total_frames = total_frames;
this.isDirty = true;
var scope = this,
func = function(){
scope.onSpriteSheet.call(scope);
}
this.load('img', 'spritesheet', sprite_url, func);
};
CanvasSprite.prototype.onSpriteSheet = function() {
this.sw = this.spritesheet.width / this.columns;
this.sh = this.spritesheet.height / this.rows;
this.setFrame(0);
};
CanvasSprite.prototype.load = function(type, prop, url, callback) {
this[prop] = document.createElement(type);
this[prop].addEventListener('load', callback);
this[prop].src = url;
};
CanvasSprite.prototype.draw = function() {
var column_frame = this.frame % this.columns;
var sx = this.sw * column_frame;
var sy = this.sh * Math.floor(this.frame / this.columns);
var context = this.canvas.getContext('2d');
context.clearRect(0, 0, this.width, this.height);
context.drawImage(this.spritesheet, sx, sy, this.sw, this.sh, 0, 0, this.width, this.height);
};
CanvasSprite.prototype.tick = function(time) {
var scope = this,
func = function(time){
if (scope.isDirty) {
scope.draw(time || new Date().getTime());
requestAnimationFrame(func, scope.id);
scope.isDirty = false;
//only draw to canvas when new frame differs from old
};
};
func();
};
CanvasSprite.prototype.setFrame = function(frame) {
var tempFrame = Math.round(frame * (this.total_frames-1));;
if(tempFrame != this.frame) {
this.frame = tempFrame;
this.isDirty = true;
this.tick(new Date().getTime());
}
};