mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-27 09:50:52 -05:00
added Runner.create and Runner.tick
This commit is contained in:
parent
1b7e27d8a4
commit
5c69f2efd1
1 changed files with 118 additions and 89 deletions
|
@ -1,6 +1,9 @@
|
|||
/**
|
||||
* The `Matter.Runner` module is an optional utility which provides a game loop,
|
||||
* that handles updating and rendering a `Matter.Engine` for you within a browser.
|
||||
* It is intended for demo and testing purposes, but may be adequate for simple games.
|
||||
* If you are using your own game loop instead, then you do not need the `Matter.Runner` module.
|
||||
* Instead just call `Engine.update(engine, delta)` in your own loop.
|
||||
* Note that the method `Engine.run` is an alias for `Runner.run`.
|
||||
*
|
||||
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
||||
|
@ -18,110 +21,136 @@ var Runner = {};
|
|||
return;
|
||||
}
|
||||
|
||||
var _fps = 60,
|
||||
_deltaSampleSize = _fps,
|
||||
_delta = 1000 / _fps;
|
||||
|
||||
var _requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame
|
||||
|| window.mozRequestAnimationFrame || window.msRequestAnimationFrame
|
||||
|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, _delta); };
|
||||
|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, 1000 / 60); };
|
||||
|
||||
var _cancelAnimationFrame = window.cancelAnimationFrame || window.mozCancelAnimationFrame
|
||||
|| window.webkitCancelAnimationFrame || window.msCancelAnimationFrame;
|
||||
|
||||
/**
|
||||
* Provides a basic game loop that handles updating the engine for you.
|
||||
* Calls `Engine.update` and `Engine.render` on the `requestAnimationFrame` event automatically.
|
||||
* Handles time correction and non-fixed dynamic timing (if enabled).
|
||||
* Triggers `beforeTick`, `tick` and `afterTick` events.
|
||||
* Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults.
|
||||
* @method create
|
||||
* @param {} options
|
||||
*/
|
||||
Runner.create = function(options) {
|
||||
var defaults = {
|
||||
deltaSampleSize: 60,
|
||||
counterTimestamp: 0,
|
||||
frameCounter: 0,
|
||||
deltaHistory: [],
|
||||
timePrev: null,
|
||||
timeScalePrev: 1
|
||||
};
|
||||
|
||||
return Common.extend(defaults, options);
|
||||
};
|
||||
|
||||
/**
|
||||
* Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.
|
||||
* @method run
|
||||
* @param {engine} engine
|
||||
*/
|
||||
Runner.run = function(engine) {
|
||||
var counterTimestamp = 0,
|
||||
frameCounter = 0,
|
||||
deltaHistory = [],
|
||||
timePrev,
|
||||
timeScalePrev = 1;
|
||||
Runner.run = function(runner, engine) {
|
||||
// create runner if engine is first argument
|
||||
if (typeof runner.positionIterations !== 'undefined') {
|
||||
engine = runner;
|
||||
runner = Runner.create(engine);
|
||||
}
|
||||
|
||||
(function render(time){
|
||||
var timing = engine.timing,
|
||||
delta,
|
||||
correction = 1;
|
||||
engine.timing.frameRequestId = _requestAnimationFrame(render);
|
||||
|
||||
timing.frameRequestId = _requestAnimationFrame(render);
|
||||
|
||||
if (!engine.enabled)
|
||||
return;
|
||||
|
||||
// create an event object
|
||||
var event = {
|
||||
timestamp: time
|
||||
};
|
||||
|
||||
Events.trigger(engine, 'beforeTick', event);
|
||||
|
||||
if (timing.isFixed) {
|
||||
// fixed timestep
|
||||
delta = timing.delta;
|
||||
} else {
|
||||
// dynamic timestep based on wall clock between calls
|
||||
delta = (time - timePrev) || timing.delta;
|
||||
timePrev = time;
|
||||
|
||||
// optimistically filter delta over a few frames, to improve stability
|
||||
deltaHistory.push(delta);
|
||||
deltaHistory = deltaHistory.slice(-_deltaSampleSize);
|
||||
delta = Math.min.apply(null, deltaHistory);
|
||||
|
||||
// limit delta
|
||||
delta = delta < timing.deltaMin ? timing.deltaMin : delta;
|
||||
delta = delta > timing.deltaMax ? timing.deltaMax : delta;
|
||||
|
||||
// time correction for delta
|
||||
correction = delta / timing.delta;
|
||||
|
||||
// update engine timing object
|
||||
timing.delta = delta;
|
||||
if (time && engine.enabled) {
|
||||
Runner.tick(runner, engine, time);
|
||||
}
|
||||
|
||||
// time correction for time scaling
|
||||
if (timeScalePrev !== 0)
|
||||
correction *= timing.timeScale / timeScalePrev;
|
||||
|
||||
if (timing.timeScale === 0)
|
||||
correction = 0;
|
||||
|
||||
timeScalePrev = timing.timeScale;
|
||||
|
||||
// fps counter
|
||||
frameCounter += 1;
|
||||
if (time - counterTimestamp >= 1000) {
|
||||
timing.fps = frameCounter * ((time - counterTimestamp) / 1000);
|
||||
counterTimestamp = time;
|
||||
frameCounter = 0;
|
||||
}
|
||||
|
||||
Events.trigger(engine, 'tick', event);
|
||||
|
||||
// if world has been modified, clear the render scene graph
|
||||
if (engine.world.isModified
|
||||
&& engine.render
|
||||
&& engine.render.controller
|
||||
&& engine.render.controller.clear) {
|
||||
engine.render.controller.clear(engine.render);
|
||||
}
|
||||
|
||||
// update
|
||||
Engine.update(engine, delta, correction);
|
||||
|
||||
// render
|
||||
if (engine.render) {
|
||||
Engine.render(engine);
|
||||
}
|
||||
|
||||
Events.trigger(engine, 'afterTick', event);
|
||||
})();
|
||||
|
||||
return runner;
|
||||
};
|
||||
|
||||
/**
|
||||
* A game loop utility that updates the engine and renderer by one step (a 'tick').
|
||||
* Features delta smoothing, time correction and fixed or dynamic timing.
|
||||
* Triggers `beforeTick`, `tick` and `afterTick` events on the engine.
|
||||
* Consider just `Engine.update(engine, delta)` if you're using your own loop.
|
||||
* @method tick
|
||||
* @param {runner} runner
|
||||
* @param {engine} engine
|
||||
* @param {number} time
|
||||
*/
|
||||
Runner.tick = function(runner, engine, time) {
|
||||
var timing = engine.timing,
|
||||
correction = 1,
|
||||
delta;
|
||||
|
||||
// create an event object
|
||||
var event = {
|
||||
timestamp: time
|
||||
};
|
||||
|
||||
Events.trigger(engine, 'beforeTick', event);
|
||||
|
||||
if (timing.isFixed) {
|
||||
// fixed timestep
|
||||
delta = timing.delta;
|
||||
} else {
|
||||
// dynamic timestep based on wall clock between calls
|
||||
delta = (time - runner.timePrev) || timing.delta;
|
||||
runner.timePrev = time;
|
||||
|
||||
// optimistically filter delta over a few frames, to improve stability
|
||||
runner.deltaHistory.push(delta);
|
||||
runner.deltaHistory = runner.deltaHistory.slice(-runner.deltaSampleSize);
|
||||
delta = Math.min.apply(null, runner.deltaHistory);
|
||||
|
||||
// limit delta
|
||||
delta = delta < timing.deltaMin ? timing.deltaMin : delta;
|
||||
delta = delta > timing.deltaMax ? timing.deltaMax : delta;
|
||||
|
||||
// time runner.correction for delta
|
||||
correction = delta / timing.delta;
|
||||
|
||||
// update engine timing object
|
||||
timing.delta = delta;
|
||||
}
|
||||
|
||||
// time correction for time scaling
|
||||
if (runner.timeScalePrev !== 0)
|
||||
correction *= timing.timeScale / runner.timeScalePrev;
|
||||
|
||||
if (timing.timeScale === 0)
|
||||
correction = 0;
|
||||
|
||||
runner.timeScalePrev = timing.timeScale;
|
||||
|
||||
// fps counter
|
||||
runner.frameCounter += 1;
|
||||
if (time - runner.counterTimestamp >= 1000) {
|
||||
timing.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
|
||||
runner.counterTimestamp = time;
|
||||
runner.frameCounter = 0;
|
||||
}
|
||||
|
||||
Events.trigger(engine, 'tick', event);
|
||||
|
||||
// if world has been modified, clear the render scene graph
|
||||
if (engine.world.isModified
|
||||
&& engine.render
|
||||
&& engine.render.controller
|
||||
&& engine.render.controller.clear) {
|
||||
engine.render.controller.clear(engine.render);
|
||||
}
|
||||
|
||||
// update
|
||||
Engine.update(engine, delta, correction);
|
||||
|
||||
// render
|
||||
if (engine.render) {
|
||||
Engine.render(engine);
|
||||
}
|
||||
|
||||
Events.trigger(engine, 'afterTick', event);
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in a new issue