frame-loop

1.2.1 • Public • Published

frame-loop

timing for simulations and games for node and the browser

testling badge

build status

example

Here is a simple game where you can drive a purple square with the keyboard:

var loop = require('frame-loop');
var keyname = require('keynames');
 
var player = document.querySelector('#player');
var pos = { x: 200, y: 200 };
var vel = { x: 0, y: 0 };
 
var engine = loop(function (dt) {
    pos.x += vel.x * dt / 5;
    pos.y += vel.y * dt / 5;
    player.style.left = pos.x;
    player.style.top = pos.y;
});
engine.run();
 
engine.on('fps', function (fps) {
    console.log('fps=', fps);
});
 
window.addEventListener('keydown', function (ev) {
    var name = keyname[ev.which];
    if (name === 'left') vel.x = -1;
    if (name === 'right') vel.x = 1;
    if (name === 'up') vel.y = -1;
    if (name === 'down') vel.y = 1;
});
window.addEventListener('keyup', function (ev) {
    var name = keyname[ev.which];
    if (name === 'left' || name === 'right') vel.x = 0;
    if (name === 'up' || name === 'down') vel.y = 0;
});

and the html:

<!doctype html5>
<html>
  <head>
    <style>
      #player {
        position: absolute;
        background-color: purple;
        width: 100px;
        height: 100px;
      }
    </style>
  </head>
  <body>
    <div id="player"></div>
    <script src="bundle.js"></script>
  </body>
</html>

Compile with browserify:

$ browserify loop.js > bundle.js

methods

var loop = require('frame-loop')

var engine = loop(opts, fn)

If a function fn(dt) is given, it will be registered as a listener for the 'tick' event.

opts are:

  • opts.fps - the target fps to aim for, default: 60
  • opts.fpsWindow - how often to emit the 'fps' event in milliseconds, default: 1000
  • opts.requestFrame - the function to use to request a frame
  • opts.now - function to use for timing in milliseconds like Date. now(). By default, this is window.performance.now() in browsers and a wrapper for process.hrtime() that returns floating point milliseconds in node.

If opts.requestFrame isn't provided, it will be detected dynamically.

In the browser, opts.requestFrame defaults to window.requestAnimationFrame or self.requestAnimationFrame.

On the server, opts.requestFrame defaults to setImmediate or setTimeout(fn, 0).

engine.run()

Start or unpause the engine.

engine.pause()

Stop the engine.

engine.toggle()

If the engine was running, pause it. Otherwise, run the engine.

var to = engine.setTimeout(fn, time)

Schedule an event fn to happen in time milliseconds of game time.

engine.clearTimeout(to)

Clear a timeout to created with engine.setTimeout().

var iv = engine.setInterval(fn, time)

Schedule an event fn to happen every time milliseconds of game time.

engine.clearInterval(iv)

Clear a timeout iv created with engine.setInterval().

properties

engine.running

A boolean indicating whether the engine is paused or running.

engine.time

The monotonically-increasing game time in milliseconds.

events

engine.on('tick', function (dt) {})

Whenever a frame is rendered, a tick event fires with the time difference between frames, dt in milliseconds.

engine.on('fps', function (fps) {})

Every fpsWindow (default: 1000ms), this event fires with the calculated frames per second fps.

install

With npm do:

npm install frame-loop

license

MIT

Package Sidebar

Install

npm i frame-loop

Weekly Downloads

3

Version

1.2.1

License

MIT

Last publish

Collaborators

  • nopersonsmodules