What I'm trying to achieve:
If user has scrolled more than 24px from the top (origin), do something once.
If the user scrolls back within 24px of the top (origin), reverse that something once.
I have this code:
$("#box").scroll(function(){
var ofs = $(".title").offset().top;
if (ofs <= 24)
// Do something
else
// Reverse that something
})
As I understand it, this function runs every time the user scrolls, which can result in hundreds of calls to the DOM.
This isn't every resource efficient - Is there a more passive approach to this?
Both conditions are triggered repeatedly even for small scroll amounts - any way to execute the code just once and not repeat if the same condition is true?
What you are looking to do is either throttling the requests or something called "debounce". Throttling only allows a certain number of calls to whatever in a period of time, debounce only calls the function once a certain time after action has stopped.
This is a good link explaining it: https://css-tricks.com/the-difference-between-throttling-and-debouncing/
There are several libraries out there that will do this for you like Underscore and Lodash. You can roll your own as well and the premise is basically the following for debounce:
var timer;
$('#box').scroll(function(){
//cancel and overwrite timer if it exists already
// set timer to execute doWork after x ms
})
function doWork(){
//do stuff
}
You can also look into using requestAnimationFrame depending on browser support. requestAnimationFrame example and it looks like it's supported in most modern browsers and IE >= 10
In the code below, everytime the user scrolls above or below that 25px threshold, one of the conditions in the if ($boxAboveBelow) if-statement will be called.
var $box = $('#box');
var $boxAboveBelow = true; // true above, false below
$box.on('scroll', function() { // Throttle this function if needed
var newAboveBelow = $box.scrollTop() < 25;
if (newAboveBelow !== $boxAboveBelow) {
$boxAboveBelow = newAboveBelow;
if ($boxAboveBelow) {
// If the user scrolls back within 24px of the top (origin), reverse that something once.
} else {
// If user has scrolled more than 24px from the top (origin), do something once.
}
}
})
If you need those to only be called once ever, you can set Boolean variables to record if those conditions have ever been called.
var aboveCalled = false;
var belowCalled = false;
var $box = $('#box');
var $boxAboveBelow = true; // true above, false below
$box.on('scroll', function() { // Throttle this function if needed
var newAboveBelow = $box.scrollTop() < 25;
if (newAboveBelow !== $boxAboveBelow) {
$boxAboveBelow = newAboveBelow;
if ($boxAboveBelow) {
!aboveCalled && doScrollAboveStuff();
aboveCalled = true;
} else {
!belowCalled && doScrollBelowStuff();
belowCalled = true;
}
if (aboveCalled && belowCalled) {
$box.off('scroll'); // No need to keep listening, since both called
}
});
Related
This question already has an answer here:
HTML5 Canvas performance very poor using rect()
(1 answer)
Closed 2 years ago.
I start the code, watch in dev window, get no errors. The image moves very quickly at first but, after a few seconds, it comes to a craw.
I checked on here but I can't figure it out. I'm a rookie so that could be the problem.
I've tried breaking it out into basic functional steps rather than any class, put "===" and "==" back and forth (cause I do not get the real difference between them), and changed from a "setInterval" to a "setTimeout" just in case I was calling the interval too soon.
I am very much a noob to Javascript and this is my first real work with canvas.
The HTML code simply adds the script with nothing else. The window load at the end of the script runs "startgame".
Thanks for anything you can help me with.
var winX=0;
var winY=0;
var scaleX=0;
var scaleY=0;
var bkcolor="#777777";
var ctx;
var objs=[];
var wallimg = new Image();
wallimg.src = 'wall.png';
var willy=new Image();
willy.src='willy.gif';
var player;
var gameActive=0;
var keyboard=[];
function startGame()
{
var i;
setWindow();
theBoard.start();
gameActive=1;
someting=new Obj(0,10,600,20,"PATTERN",wallimg);
someting.setimage(wallimg);
Obj.Wall(40,100,100,16,wallimg);
Obj.Wall(0,420,620,16,wallimg);
Obj.Wall(0,0,16,440,wallimg);Obj.Wall(584,0,16,440,wallimg);
player=new Obj(24,400,16,16,"PLAYER",willy);
player.setimage(willy);
player.gravity=1;
}
function setWindow()
{
winX = window.innerWidth|| document.documentElement.clientWidth|| document.body.clientWidth;
winY = window.innerHeight|| document.documentElement.clientHeight|| document.body.clientHeight;
winX=winX-4;
winY=winY-4;
scaleX=640/winX;
scaleY=480/winY;
if (gameActive==1) {
theBoard.canvas.width = 600/scaleX;
theBoard.canvas.height = 440/scaleY;
theBoard.canvas.style.left=""+20/scaleX+"px";
theBoard.canvas.style.top=""+20/scaleY+"px";
}
}
function setBackdrop(img)
{
var str="<img src='"+img+"' onclick='showCoords(event);' style='";
str=str+"width:"+winX+"px;height:"+winY+"px;'>";
document.getElementById('page').innerHTML=str;
document.getElementById('page').innerHTML=str;
currimage=img;
}
var theBoard = {
canvas : theCanvas=document.createElement("canvas"),
start : function() {
this.canvas.width = 600/scaleX;
this.canvas.height = 440/scaleY;
this.canvas.style.left=""+20/scaleX+"px";
this.canvas.style.top=""+20/scaleY+"px";
this.canvas.style.position="absolute";
this.canvas.tabIndex=1;
this.context = this.canvas.getContext("2d");
ctx=this.context;
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.canvas.style.backgroundColor=bkcolor;
setTimeout(updateGameArea, 40);
window.addEventListener('keydown', function (e) {
e.preventDefault();
keyboard=(keyboard||[]);
keyboard[e.keyCode]=(e.type=="keydown");
})
window.addEventListener('keyup', function (e) {
keyboard[e.keyCode]=(e.type=="keydown");
})
},
stop : function() {
},
restart:function() { this.interval = setTimeout(updateGameArea, 40);},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function updateGameArea()
{
var i;
theBoard.clear();
if (keyboard && keyboard[37])
{
player.speed-=2; if (player.speed<-8) player.speed=-8;
}
else if (player.speed<0)
{
player.speed+=1;
}
if (keyboard && keyboard[39])
{
player.speed+=2; if (player.speed>8) player.speed=8;
}
else if (player.speed>0)
{
player.speed-=1;
}
if (player.gravity<1) player.gravity++;
if (keyboard && keyboard[38] && player.gravity>-1 && player.canjump==1){
player.gravity=-16;
player.dir=-6;
player.canjump=0;
}
if (player.gravity<4) {player.gravity=player.gravity+player.dir; player.dir+=4;if (player.dir>16) player.dir=16;}
if (player.gravity!=0)
{
player.y+=player.gravity;
if (checkWalls(player)==true)
{ player.y-=player.gravity;
if (player.gravity>0) player.canjump=1;
}
}
if (player.speed!=0)
{
player.x+=player.speed;
if (checkWalls(player)===true)
player.x-=player.speed;
}
for (i=0;i<objs.length;i++)
objs[i].draw();
setTimeout(updateGameArea, 10);
}
function checkWalls(obj)
{
var i;
for (i=0;i<objs.length;i++)
{
if (objs[i].type=="WALL")
if (obj.collision(objs[i])) {return true;}
}
return false;
}
class Obj {
constructor (x,y,w,h,t,img="") {
this.width=w;
this.height=h;
this.x=x;
this.y=y;
this.type=t;
this.imagemap=img;
this.speed=0;
this.gravity=0;
this.dir=0;
this.canjump=1;
this.pattern=0;
objs[objs.length]=this;
}
static Wall(x,y,w,h,img) {
var id=new Obj(x,y,w,h,"WALL",img);
return id;
}
draw()
{
if ((this.x/scaleX)<0 || (this.x/scaleX)>theBoard.canvas.width ||
(this.y/scaleY)<0 || (this.y/scaleY)>theBoard.canvas.height)
return;
switch (this.type){
case 'PATTERN':
case 'WALL':
{
if (this.pattern===0)
{ this.pattern=ctx.createPattern(this.imagemap,"repeat");}
ctx.rect(this.x/scaleX,this.y/scaleY,this.width/scaleX,this.height/scaleY);
ctx.fillStyle=this.pattern;
ctx.fill();
break;
}
case 'PLAYER':
ctx.drawImage(this.imagemap,0,0,this.width,this.height,this.x/scaleX,this.y/scaleY,this.width/scaleX,this.height/scaleY);
break;
}
}
setimage(img)
{
this.imagemap=img;
}
collision(wth) {
if (((this.x+this.width)>wth.x) && (this.x<(wth.x+wth.width))
&& ((this.y+this.height)>wth.y) && (this.y<(wth.y+wth.height)))
{return true;}
else return false;
}
}
window.onload=startGame();
As pointed out by #Kaiido, solution to your problem is here: HTML5 Canvas performance very poor using rect().
In short, just put your main loop code between beginPath and closePath without changing your theBoard.clear() method.
function updateGameArea()
{
var i;
theBoard.clear();
theBoard.context.beginPath();
...
theBoard.context.closePath();
requestAnimationFrame(updateGameArea);
}
Answer I originally wrote:
Resetting the dimensions to clear the canvas works better in your case, but it would induce performance issues.
clear : function() {
this.context.canvas.width = 600 / scaleX;
this.context.canvas.height = 440 / scaleY;
}
Also, use requestAnimationFrame as it eliminates any flicker that can happen when using setTimeout.
requestAnimationFrame(updateGameArea);
The following is a guess. I think you're running out of cycles and your frames are piling up on top of each other. At a glance, I don't see anything in your code that would cause a memory leak. Unless you look at the console memory graph and find out that you do, because you're adding listeners over and over or something like that. But simply clearing a canvas does not slow things down. It's basically the same as setting a bunch of values in an array.
However: Running heavy canvas operations within a setTimeout() can have a big toll on your CPU, if the CPU can't finish one operation before the next one enters the queue. Remember that timeouts are asynchronous. If your CPU throttles down and if the refresh rate you are specifying (40 milliseconds) is too short, then you will be left with a whole stack of redraws and clears that are waiting to go right after the last one, without giving the CPU any time to breathe.
Most Canvas animation packages have ways of dealing with this, by not just setting a timeout but waiting to make sure the last redraw is finished before triggering the next one in the call stack, and dropping a frame if necessary. At a bare minimum, you want to set a global variable like _redrawing=true before you do your redraw, and then set it to false when the redraw is finished, and ignore any call to setTimeout while it's still true. That will let you count how many frames you might be dropping. If you see this number going up over time, your CPU may be throttling as well. But do also check the memory graph and see if anything else is leaking.
Edit as correctly noted by #N3R4ZZuRR0 using requestAnimationFrame() will also avoid the timer problem. But you then need to measure the time between animation frames to figure out where things should actually be at that point in time. My suggestion of dropping frames here and there is primitive and most packages use requestAnimationFrame(), but it would help you identify whether your problem is with some other part of your code or with your frames building up in the timer.
So I have a piece of code like
var barlen = $('#SSWEprogressbar').width(),
$elems = $('[data-srcurl]'),
k = 0,
n = $elems.length;
LoadImage();
function LoadImage()
{
var $elem = $($elems[k]);
var img = new Image(),
url = $elem.attr('data-srcurl');
$(img).load(function(){
$('#SSWEloaderfront').attr('src',url);
$('#SSWEloadprogress').width((k+1)/n*barlen + "px");
var srctgt = $elem.attr('data-srctgt');
// change url to src attribute or background image of element
if ( srctgt == "srcattr" ){ $elem.attr('src',url); }
else if ( srctgt == "bgimg" ) { $elem.css('background-image',"url("+url+")"); }
// decide whether to exit the
if ( ++k == n ) { AllyticsSSWEPlayerShow(); }
else { LoadImage(); }
});
img.src = url;
}
and the reason I have it written that way is because load callback needs to be called before the stuff in the function can be executed again. If possible, I'd like to change this from a recursive function to a loop, but I don't know how to do that because there's no way to make a for or while loop "wait" before going on to the next iteration. Or is there?
As I mentioned in the comment you can easily resolve your problem, by using setTimeout(LoadImage, 100); in the else instead of calling the function directly. The 2nd parameter is the delay in ms.
If you understand why setTimeout(LoadImage, 0); is not stupid and not the same as calling the function directly then you understood setTimeout. It puts the function call in the queue, this means other events like clicks or keys that were pressed can be processed before the function is called again and the screen doesn't freeze. It's also impossible to reach max recursion like this, the depth is 1.
I'm trying to run a while loop that contains an animation. What I'd like to happen is for the while loop to pause, let the animation finish, then resume.
This is not my actual code, but it gets to the issue, I believe:
var counter = 0;
while (counter < 2) {
$(".one").animate({"left":"+=50px"}, "slow", function() {
counter++;
});
};
This crashes my browser because it doesn't wait for the animation to finish (and consequently it doesn't wait for the counter to increase) before it continues through the while loop. Thanks in advance!
https://jsfiddle.net/uhmctey6/
EDIT
Thanks everyone for explaining why this is impossible. I'm still unsure how to do what I need, however, and since I didn't use my actual code for the example, I'm not sure if the suggested solutions could help.
Here is what I'm actually trying to do: I'm making a turing machine with a reader and a array of cells that it reads. Upon running this function, I'd like to search through a list of turing code lines to see if one matches the readers current state and the content of the current cell that the reader is scanning. If there's a match, I'd like for the reader to make a series of changes specified by the relevant turing code line, then visually move over to the next cell, and only after this animation has completed start the process over again by searching through the list of turing code lines to see if there is a match for the reader's new state, etc.
I understand that this can't be achieved as I have it, using a while loop, but is there a way to do something like this another way? Thanks a lot!
var run_program = function() {
while (true) {
for (var j=0; j< program.length; j++) { //loops through the different lines of turingcode
if (reader.state === program[j].state && reader.scanning === program[j].scanning) { //if there is a line of turingcode for the readers current state and scanning values.
cellArray[reader.location].content = program[j].print; //change the content of the current cell to the new value
reader.location += 1; //increase the value of the reader's location
$(".reader").animate({"left":"+=50px"}, "slow"); //move the div to the right so it appears to be under the next cell
reader.scanning = cellArray[reader.location].content; //update the readers scanning value to be the value of the new cell
reader.state = program[j].next_state; // update the state of the reader to that specified by the line of turingcode
break;
}
else if (j === $scope.program.length-1) { //if there is no line of turingcode for the readers current state and scanning values, and j has looped through the entire list of turingcode lines
return; //halt the function
}
}
}
}
A for-loop/while-loop can run, skip and jump - but not stand still.
In other words, you cannot run asynchronous code affectively inside a synchronous loop. See this question/answer for more on that.
In the meantime, it looks like you want to run an animation a couple of times in sequence. I believe that jQuery can queue effects like animate, so it could be as simple as chaining the two calls to animate:
$(".one")
.animate({"left":"+=50px"}, "slow")
.animate({"left":"+=50px"}, "slow"); /* animate twice */
.one {
position: absolute;
width: 50px;
height: 50px;
background-color: green;
left: 0;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.0/jquery.min.js"></script>
<div class="one"></div>
Update
In response to your edit, it seems like what you want to do is turn a heavily synchronous piece of code into one that can accommodate some occasionally asynchronous behaviours.
Unfortunately, your example is unworkable for me because it has no data and context. However, I've given it a stab. Below is, untested, how I would turn your code into something as you've described in the edit of your question. I hope it helps.
var run_program = function() {
next(0);
// read a particular iteration
function next (j) {
if (j < program.length) {
// if there is a match, stop iterating and run a method which calls next when it's finished
if (reader.state === program[j].state && reader.scanning === program[j].scanning) {
turing(j);
} else {
// if there is no turing code then next is called instantly
next(j + 1);
}
}
}
// process a line of turing code
function turing (j) {
cellArray[reader.location].content = program[j].print;
reader.location += 1;
reader.scanning = cellArray[reader.location].content;
reader.state = program[j].next_state;
// may as well run this last as it is asynchronous
$(".reader").animate({"left":"+=50px"}, "slow", function () {
// next is called when the animation is finished
next(j + 1);
});
}
}
This won't work for the reasons stated in the other answers. An alternative option is to use conditional recursion as such:
var counter = 0;
function myAnimation () {
$(".one").animate({"left":"+=50px"}, "slow", function () {
counter++;
if (counter < 2) {
myAnimation();
}
});
}
I need to execute a specific function based on screen size and screen size changes (Responsive)
So lets say I have 3 functions (For Example)
function red() {
$('div').css('background','#B60C0C')
.text('Screen Size RED');
console.log('RED');
}
function orange() {
$('div').css('background','#EBAE10')
.text('Screen Size ORANGE');
console.log('ORANGE');
}
function green() {
$('div').css('background','#83ba2b')
.text('Screen Size GREEN');
console.log('GREEN');
}
I need to execute function green() when the screen width size 500px or lower
And function orange() when the screen width size 501px to 850px
And function red() when the screen width size 851px or higher
I tried to use resize() but the problem is executing the function when resizing the browser for each pixel repeat executing the same function and this is a very bad way to perform
I need to execute the function when break the point of the screen width size
Ready to use code on jsfiddle http://jsfiddle.net/BaNRq/
Meh; here's a solution.
You could cache the lastBoundry determined to invoke the functions only when a change occurs.
// define the boundries
var bounds = [
{min:0,max:500,func:red},
{min:501,max:850,func:orange},
{min:851,func:green}
];
// define a resize function. use a closure for the lastBoundry determined.
var resizeFn = function(){
var lastBoundry; // cache the last boundry used
return function(){
var width = window.innerWidth; // get the window's inner width
var boundry, min, max;
for(var i=0; i<bounds.length; i++){
boundry = bounds[i];
min = boundry.min || Number.MIN_VALUE;
max = boundry.max || Number.MAX_VALUE;
if(width > min && width < max
&& lastBoundry !== boundry){
lastBoundry = boundry;
return boundry.func.call(boundry);
}
}
}
};
$(window).resize(resizeFn()); // bind the resize event handler
$(document).ready(function(){
$(window).trigger('resize'); // on load, init the lastBoundry
});
Fiddle: http://jsfiddle.net/BaNRq/3/
I actually wanted to put this as a comment to #Nirvana Tikku's answer, however I can't since I don't have 50 reputation, so I'll comment here + I'll add a my own solution so the answer space wouldn't be wasted.
Comment:
I'm sorry to (perhaps) "ruin the party", but either I didn't get the OP's question right or maybe I'm misunderstanding the solution.
Here's what I think the OP wanted: a way to execute a function dynamically based on screen size and without executing the function for each pixel repeat.
In the given solution, though it's quite difficult too see at first, the function do execute for each pixel. Try to put console.log('aaaa') in between the return function lines like so:
return function(){
console.log('aaaa')
var width = window.innerWidth; // get the window's inner width
Run the function, then hit F12 button (in Firefox) and resize the window you'll see it shoots up the entire resizing time (sorry can't upload images either - not enough rep').
I've just spent an entire day trying to replicate this solution on my own,
so that I'd be able to execute a function based on screen-size but without it 'listening' to every pixel along the way.
So far, it seems impossible (unless someone who reads this has a solution), in the meanwhile here's my code, which IMHO is way less complex.
Solution:
var widths = [0, 500, 850];
function resizeFn() {
if (window.innerWidth>=widths[0] && window.innerWidth<widths[1]) {
red();
} else if (window.innerWidth>=widths[1] && window.innerWidth<widths[2]) {
orange();
} else {
green();
}
}
window.onresize = resizeFn;
resizeFn();
see it works in https://jsfiddle.net/BaNRq/16/
BTW this is answer is practically the same as #Vainglory07 minus the jQuery
Using javascript, you may get the value of screen size. And from that you can call your custom functions to get what you want.
//function for screen resize
function screen_resize() {
var h = parseInt(window.innerHeight);
var w = parseInt(window.innerWidth);
if(w <= 500) {
//max-width 500px
// actions here...
red();
} else if(w > 500 && w <=850) {
//max-width 850px
// actions here...
orange();
} else {
// 850px and beyond
// actions here...
green();
}
}
I used window.innerHeight/innerWidth to get the height/width of screen without/disregarding the scrollbars.
// if window resize call responsive function
$(window).resize(function(e) {
screen_resize();
});
and on resize just call the function and also auto call the function on page.ready state.
// auto fire the responsive function so that when the user
// visits your website in a mall resolution it will adjust
// to specific/suitable function you want
$(document).ready(function(e) {
screen_resize();
});
Try to check the output here: OUTPUT :)
hope this helps..
If you're talking about the monitor's resolution settings, consider window.screen, for instance I am using 1280 x 1024 so mine reports
window.screen.height; // 1024
window.screen.width; // 1280
You could also use the avail prefix to ignore things like the task bar. If you just want to work out the browser's visible area then you would use clientHeight and clientWidth on the documentElement, i.e.
document.documentElement.clientWidth; // 1263 (the scrollbar eats up some)
document.documentElement.clientHeight; // 581 (lots lost here, e.g. to console)
As for your fires-too-often problem, introduce a rate limiter, e.g.
function rateLimit(fn, rate, notQueueable) {
var caninvoke = true, queable = !notQueueable,
ready, limiter,
queue = false, args, ctx;
notQueueable = null;
ready = function () { // invokes queued function or permits new invocation
var a, c;
if (queable && queue) {
a = args; c = ctx;
args = ctx = null; queue = false; // allow function to queue itself
fn.apply(c, a);
setTimeout(ready, rate); // wait again
} else
caninvoke = true;
}
limiter = function () { // invokes function or queues function
if (caninvoke) {
caninvoke = false;
fn.apply(this, arguments);
setTimeout(ready, rate); // wait for ready again
} else
args = arguments, ctx = this, queue = true;
};
return limiter;
}
var myRateLimitedFunction = rateLimit(
function () {console.log('foo');},
2e3 // 2 seconds
);
myRateLimitedFunction(); // logged
myRateLimitedFunction(); // logged after rate limit reached
Why doesn't the following keydown event slow down by 3000 mil's, when I am continuously pressing the keydown event (letter k)? If I keep my finger down, the count rapidly adds up as through there is no setTimeout on mcount. why is that? There should be a delay between each count but I can't get it to work...
var mcount = 0;
function playershoot() {
if(!game.playerHit){
$(document).keydown(function(e){
switch(e.keyCode){
case 75:
clearTimeout();
setTimeout(console.log(mcount++), 3000);
break;
}
});
}
}
playershoot();
Any advice will be appreciated!
Thanks
1.: setTimeout() returns a timeoutId which can be cleared with clearTimeout(timeoutId). You're not doing that... so, after your 3 second delay, all those timeouts are called back-to-back.
2.: your console.log is executed immediately because you didn't wrap it in a function like so:
setTimeout(function() { console.log(mcount++) }, 3000);
setTimeout does not cause a delay, it starts a timer that fires an event after the specified amount of time.
You cannot "sleep" in Javascript, you need to refactor your code so it can work with events. For your code, it looks like you will need to set a flag at first keypress. Then return, and only allow new keypresses (ie. only respond to), when the flag is cleared. The flag can then be cleared automatically after a time with setTimeout.
To go with what #Norguard said, here's an implementation: http://jsfiddle.net/apu3P/
this.fire = function(){
var cFire = new Date();
if ((cFire - lastFire) / 1000 > 1/me.fireRate){
// code to fire the projectile
lastFire = cFire;
}
};
I have fireRate set up as an integer indicating how many times per second the player can fire.
In the demo, I set up 3 players each with different fire rates. If you hold the spacebar down, you can see this in action.
While everyone here is right, what they're missing is that you need to put a delay on the firing, not on the event being called...
Inside of your keydown event, set a timestamp, have a previous-time and a current-time for the event.
Inside of the function, have a time_limit.
So when you press the key (or it fires repeatedly), check for:
current_time - last_fired >= rate_limit;
If the current time is more than 3000ms since the last shot, then set the last_fired timestamp to the current time, and fire your weapon.
EDIT
Consider this trivial example:
var Keyboard = {};
var player = (function () {
var gun = {
charging : false,
lastFired : 0,
rateLimit : 3000
},
controls = { shoot : 75 },
isHit = false,
public_interface;
function shoot () {
var currentTime = Date.now();
if (gun.rateLimit > currentTime - gun.lastFired) { return; }
/* make bullet, et cetera */
gun.lastFired = currentTime;
}
function update () {
if (Keyboard[controls.shoot] || gun.charging) { this.shoot(); }
// if key was released before this update, then the key is gone...
// but if the gun was charging, that means that it's ready to be fired
// do other updates
}
function draw (ctx) { /* draw player */ }
public_interface = {
shoot : shoot,
damage : function (amt) { isHurt = true; /* rest of your logic */ }
draw : draw,
update : update
};
return public_interface;
}());
document.addEventListener("keydown", function (e) {
// if key is already down, exit
if (!!Keyboard[e.keyCode]) { return; }
// else, set the key to the time the key was pressed
// (think of "charging-up" guns, based on how long you've held the button down)
Keyboard[e.keyCode] = e.timeStamp;
});
document.addEventListener("keyup", function (e) { delete Keyboard[e.keyCode]; });
Inside of your gameloop, you're now going to do things a little differently:
Your player is going to update itself.
Inside of that update, it's asking the Keyboard if it's got the shoot key pressed down.
If it is, then it will call the shoot method.
This still isn't 100% correct, as Player shouldn't care about or know about Keyboard.
It should be handled through a service of some kind, rather than asking for window.Keyboard.
Regardless...
Your controls are now wrapped inside of the player -- so you can define what those controls are, rather than asking by keyCode all over the place.
Your events are now doing what they should: setting the key and going away.
In your current iteration, every time the browser fires keydown, which might be 300x/sec, if it wanted to, that event ALSO has to call all of your player logic... 300x/sec...
In larger games, you could then take this a step further, and make components out of Controls and Health, each having all of the properties and all of the methods that they need to do their own job, and nothing else.
Breaking the code up this way would also make it dirt-simple to have different guns.
Imagine an Inventory component:
The inventory contains different guns.
Each gun has its own rateLimit, has its own lastFired, has its own bulletCount, does its own damage, and fires its own bulletType.
So then you'd call player.shoot();, and inside, it would call inventory.equipped.shoot();.
That inner function would take care of all of the logic for firing the equipped gun (because you'd inventory.add(Gun); to your guns, and inventory.equip(id); the gun you want.
You have to pass returned value of setTimeout to clearTimeout . to cancel it.
var mcount = 0,timeout;
function playershoot() {
if(!game.playerHit){
$(document).keydown(function(e){
switch(e.keyCode){
case 75:
clearTimeout(timeout );
timeout = setTimeout(function(){
console.log(mcount++);
}, 3000);
break;
}
});
}
}
playershoot();