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liabru-matter-js/src/core/Runner.js

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JavaScript

/**
* The `Matter.Runner` module is an optional utility which provides a game loop,
* that handles continuously updating a `Matter.Engine` for you within a browser.
* It is intended for development and debugging purposes, but may also be suitable 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.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class Runner
*/
var Runner = {};
module.exports = Runner;
var Events = require('./Events');
var Engine = require('./Engine');
var Common = require('./Common');
(function() {
var _requestAnimationFrame,
_cancelAnimationFrame;
if (typeof window !== 'undefined') {
_requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame || window.msRequestAnimationFrame;
_cancelAnimationFrame = window.cancelAnimationFrame || window.mozCancelAnimationFrame
|| window.webkitCancelAnimationFrame || window.msCancelAnimationFrame;
}
if (!_requestAnimationFrame) {
var _frameTimeout;
_requestAnimationFrame = function(callback){
_frameTimeout = setTimeout(function() {
callback(Common.now());
}, 1000 / 60);
};
_cancelAnimationFrame = function() {
clearTimeout(_frameTimeout);
};
}
/**
* 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 = {
fps: 60,
correction: 1,
deltaSampleSize: 60,
counterTimestamp: 0,
frameCounter: 0,
deltaHistory: [],
timePrev: null,
timeScalePrev: 1,
frameRequestId: null,
isFixed: false,
enabled: true
};
var runner = Common.extend(defaults, options);
runner.delta = runner.delta || 1000 / runner.fps;
runner.deltaMin = runner.deltaMin || 1000 / runner.fps;
runner.deltaMax = runner.deltaMax || 1000 / (runner.fps * 0.5);
runner.fps = 1000 / runner.delta;
return runner;
};
/**
* Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.
* @method run
* @param {engine} engine
*/
Runner.run = function(runner, engine) {
// create runner if engine is first argument
if (typeof runner.positionIterations !== 'undefined') {
engine = runner;
runner = Runner.create();
}
(function render(time){
runner.frameRequestId = _requestAnimationFrame(render);
if (time && runner.enabled) {
Runner.tick(runner, engine, time);
}
})();
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: timing.timestamp
};
Events.trigger(runner, 'beforeTick', event);
Events.trigger(engine, 'beforeTick', event); // @deprecated
if (runner.isFixed) {
// fixed timestep
delta = runner.delta;
} else {
// dynamic timestep based on wall clock between calls
delta = (time - runner.timePrev) || runner.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 < runner.deltaMin ? runner.deltaMin : delta;
delta = delta > runner.deltaMax ? runner.deltaMax : delta;
// correction for delta
correction = delta / runner.delta;
// update engine timing object
runner.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;
runner.correction = correction;
// fps counter
runner.frameCounter += 1;
if (time - runner.counterTimestamp >= 1000) {
runner.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
runner.counterTimestamp = time;
runner.frameCounter = 0;
}
Events.trigger(runner, 'tick', event);
Events.trigger(engine, 'tick', event); // @deprecated
// 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); // @deprecated
}
// update
Events.trigger(runner, 'beforeUpdate', event);
Engine.update(engine, delta, correction);
Events.trigger(runner, 'afterUpdate', event);
// render
// @deprecated
if (engine.render && engine.render.controller) {
Events.trigger(runner, 'beforeRender', event);
Events.trigger(engine, 'beforeRender', event); // @deprecated
engine.render.controller.world(engine.render);
Events.trigger(runner, 'afterRender', event);
Events.trigger(engine, 'afterRender', event); // @deprecated
}
Events.trigger(runner, 'afterTick', event);
Events.trigger(engine, 'afterTick', event); // @deprecated
};
/**
* Ends execution of `Runner.run` on the given `runner`, by canceling the animation frame request event loop.
* If you wish to only temporarily pause the engine, see `engine.enabled` instead.
* @method stop
* @param {runner} runner
*/
Runner.stop = function(runner) {
_cancelAnimationFrame(runner.frameRequestId);
};
/**
* Alias for `Runner.run`.
* @method start
* @param {runner} runner
* @param {engine} engine
*/
Runner.start = function(runner, engine) {
Runner.run(runner, engine);
};
/*
*
* Events Documentation
*
*/
/**
* Fired at the start of a tick, before any updates to the engine or timing
*
* @event beforeTick
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after engine timing updated, but just before update
*
* @event tick
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired at the end of a tick, after engine update and after rendering
*
* @event afterTick
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired before update
*
* @event beforeUpdate
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after update
*
* @event afterUpdate
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired before rendering
*
* @event beforeRender
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
* @deprecated
*/
/**
* Fired after rendering
*
* @event afterRender
* @param {} event An event object
* @param {number} event.timestamp The engine.timing.timestamp of the event
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
* @deprecated
*/
/*
*
* Properties Documentation
*
*/
/**
* A flag that specifies whether the runner is running or not.
*
* @property enabled
* @type boolean
* @default true
*/
/**
* A `Boolean` that specifies if the runner should use a fixed timestep (otherwise it is variable).
* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
*
* @property isFixed
* @type boolean
* @default false
*/
/**
* A `Number` that specifies the time step between updates in milliseconds.
* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
*
* @property delta
* @type number
* @default 1000 / 60
*/
})();