How to drop Frames in HTML5 Canvas - javascript

I am making a small game in HTML5 with the canvas elements. It runs great on MOST computers, but it is lags on others. However, it doesn't skip frames, it continues to render each frame and the game slows down. I am trying to write a function to skip frames, but I can't come up with a formula to do it.
I've tried searching around, but I have found nothing.
I have a function that renders the game called render and it is on a loop like this:
var renderTimer = setInterval("render(ctx)", 1000/CANVAS_FPS);
render()
{
/* render code here */
}
Thank you for any help,
Brandon Pfeifer

This pattern will allow you to skip frames on computers known to be slow
var isSlowComputer=true;
var FrameSkipper=5;
function render(){
// if this is a slow computer
// just draw every 5th frame
if(isSlowComputer && --FrameSkipper>0){ return; }
// reset the frame skipper
FrameSkipper=5;
// draw your frame now
}

If your target market is people with HTML5 capable browsers, you can just use window.requestAnimationFrame. This allows all of your rendering logic to be bound in a simple place, and it will slow down only if it has to. It will try hard to reach the 16ms per frame allocation, which gets you to your 60fps.
var canvas = document.getElementById("#canvas");
(function drawFrame(){
window.requestAnimationFrame(drawFrame, canvas);
// your main code would fire off here
}());
As long as you let the browser figure out the frame rate you're golden.
I've written some different experiences using the canvas before, and until I used requestAnimationFrame things were a little choppy.
One other thing to keep in mind is the double buffer. If you are going to write a lot of things to the screen at any given moment, I find it is easier to write them all to a second hidden canvas element, then just use context.drawImg(buffer,0,0); that will get rid of a lot of the chop. As long as you have thought your code through the canvas shouldn't get choppy even under a lot of streign.
Good Luck

Related

Animation alternatives Javascript

So I want to make a small JavaScript game.
And in order to do that I need to animate a few things.
I went researching and found about setInterval and requestAnimationFrame.
I can use either of those 2 for making my game work, however I understood that requestAnimationFrame is the better alternative there.
The problem I see with this is that while the function has its benefits , you are unable to set a framerate , or an update rate for it easily.
I found another thread that explained a way of making this work however it seemed somewhat complicated.
Controlling fps with requestAnimationFrame?
Is there an easier way of animating with a set framerate ?
Is there an easier way of animating with a set framerate ?
Simply put: no. Since rendering is one of the most computation heavy process for a browser, which can be triggered in various ways, it is not possible to foretell how long an update will take, since it can range from drawing one circle on a canvas up to a complete replace of all the visible content of the page.
To overcome this, browser offer a way to call a function a often as possible and the developer is responsible to make his animation sensitive to different time deltas/time steps.
One way to tackle that is to use the concept of velocity. velocity = distance / time. If you want an asset to have a constant velocity you can do the following, since distance = velocity * time follows:
var
asset_velocity = 1; //pixel per millisecond
last = new Date().getTime()
;
(function loop () {
var
now = new Date().getTime(),
delta = now - last,
distance = asset_velocity * delta
;
//update the asset
last = now;
window.requestAnimationFrame(loop)
})();

Canvas animation: Benefits of separating update and render loop?

I am creating some simple user controlled simulations with JavaScript and the canvas element.
Currently I have a separate update loop (using setTimeout) and render loop (using requestAnimationFrame).
Updates are scaled using a time delta, so consistency is not critical in that sense. The reason is rather that I don't want any hick-ups in the render loop to swallow user input or otherwise make the simulation less responsive.
The update loop will likely run at a lower (but hopefully fixed) frame rate.
Is this a good practice in JavaScript, or are there any obvious pitfalls? My hope is that the update loop will receive priority, but my understanding of the event loop might be a bit simplistic. (In worst case, the behaviour differs between VM implementations.)
Example code:
function update() {
// Update simulation and process input
setTimeout(update, 1000 / UPDATE_RATE);
}
function render() {
// Render simulation onto canvas
requestAnimationFrame(render);
}
function init() {
update();
render();
}
These concerns have been addressed in Game Development with Three.js by Isaac Sukin. It covers both the case of low rendering frame rates, which was the primary concern of this question:
[...] at low frame rates and high speeds, your object will be moving large distances every frame, which can cause it to do strange things such as move through walls.
It also covers the converse case, with high rendering frame rates, and relatively slow physics computations:
At high frame rates, computing your physics might take longer than the amount of time between frames, which will cause your application to freeze or crash.
In addition, it also addresses the concept of determinism, which becomes important in multiplayer games, and games that rely on it for things like replays or anti-cheat mechanisms:
Additionally, we would like perfect reproducibility. That is, every time we run the application with the same input, we would like exactly the same output. If we have variable frame deltas, our output will diverge the longer the program runs due to accumulated rounding errors, even at normal frame rates.
The practice of running multiple loops is advised against, as this can have severe and hard to debug performance implications. Instead an approach is taken where time deltas are accumulated in the rendering loop, until a fixed, preset size is reached, at which point it is passed to the physics loop for processing:
A better solution is to separate physics update time-steps from frame refresh time-steps. The physics engine should receive fixed-size time deltas, while the rendering engine should determine how many physics updates should occur per frame.
Here's some example code, showing a minimum implementation in JavaScript:
var INVERSE_MAX_FPS = 1 / 60;
var frameDelta = 0;
var lastUpdate = Date.now();
function render() {
// Update and render simulation onto canvas
requestAnimationFrame(render);
var now = Date.now();
frameDelta += now - lastUpdate;
lastUpdate = now;
// Run as many physics updates as we have missed
while(frameDelta >= INVERSE_MAX_FPS) {
update();
frameDelta -= INVERSE_MAX_FPS;
}
}
function init() {
render();
}
With the following code, no matter how long since the last rendered frame, as many physics updates as required will be processed. Any residual time delta will be carried over to the next frame.
Note that the target maximum FPS might need to be adjusted depending on how slow the simulation runs.

Is context.clearRect() really THAT expensive?

I have this piece of canvas animation that is exhibiting some weird characteristics:
http://jsbin.com/olasol/2/edit
I'm on the latest version of Chrome. I'm using Chrome's inbuilt FPS monitor (you can activate it by going to about:flags).
I have marked the line in the JavaScript section which I think is the potential culprit:
fallingctx.clear();
This line does nothing special. It calls a function which in-turn calls clearRect().
The "weird" things I notice are:
The clear(); function causes very noticeable FPS drop on my laptop (Core 2 Duo), but not on my desktop (i5 2500k).
Removing that line alone is sufficient to produce 60fps on my laptop as well. As expected, the canvas doesn't clear after each frame, but still, it produces stable 60fps.
The FPS drop happens only when my Chrome window is on the larger side! When I shrink the window and reload, it doesn't happen! (Is it more expensive to clear a larger rectangle?).
I tried replacing the clear() with a drawImage() of a full white JPEG to cover the canvas. The JavaScript is able to do 200 drawImage() executions each cycle for the smaller image particles (evident from the second point). However, when I add one single drawImage for the overall canvas, it lags again! (Make sure the output occupies the entire screen in order to reproduce the result.)
Why is all this happening? How do I fix it?
It really depends on the hardware, but think about what the invocation of clearRect has to do! Something essentially must zero-out a piece of memory large enough to handle the canvas contents. That can be costly. Think about how much memory has to hold RGBA at HD resolutions... That's over two million pixels of data, around 8 MB in bytes Admittedly, it's not all that much these days in general, but if there's any bandwidth or caching issues related to pushing memory to the video card or something you are doing 60 times a second... well, expect problems.
What I've heard often works is just to clear around where the image is formerly drawn. See http://jsbin.com/olasol/6/edit
I made the following changes for you.
for (var i=0; i< noOfDrops; ++i)
{
fallingctx.clearRect(
fallingDrops[i].x-1,
fallingDrops[i].y-1,
fallingDrops[i].image.width+2,
fallingDrops[i].image.height+2);
}
for (var i=0; i< noOfDrops; ++i)
{
fallingDrops[i].y += fallingDrops[i].speed; //Set the falling speed
fallingctx.drawImage (fallingDrops[i].image, fallingDrops[i].x, fallingDrops[i].y);
}
There's probably a good reason that I need to clearRect around where the image was rendered but a simple reason escapes me. (It is something to do with things being rendered not quite at the pixel specified... I forget exactly).
You also need to do something about the fact you are starting the render loop before the image is loaded (also in the jsbin) so I added
var imgSource = "http://lorempixel.com/20/20/sports/";
var imgObj = new Image();
and replaced superinit
function superinit()
{
imgObj.onload = function(){
flowerfallsetup();
requestAnimFrame(flowerfall);
}
imgObj.onerror = function (){
alert("could not load image");
}
imgObj.src = imgSource;
}
Edit: I forgot to mention because of the prior image setup, I did change the line in your flowerfallsetup :
fallingDr["image"] = imgObj;
There are many ways to handle the asynchronous loading of images, I just chose one that was easy for this example.
Edit: I have to confess, there might be a bit more to this. It works fine on desktop browsers, but on the iPhone, there are clipping issues. If I can figure out what's causing the problem I'll try to post an update.

Most efficient way to throttle continuous JavaScript execution on a web page

I'd like to continuously execute a piece of JavaScript code on a page, spending all available CPU time I can for it, but allowing browser to be functional and responsive at the same time.
If I just run my code continuously, it freezes the browser's UI and browser starts to complain. Right now I pass a zero timeout to setTimeout, which then does a small chunk of work and loops back to setTimeout. This works, but does not seem to utilize all available CPU. Any better ways of doing this you might think of?
Update: To be more specific, the code in question is rendering frames on canvas continuously. The unit of work here is one frame. We aim for the maximum possible frame rate.
Probably what you want is to centralize everything that happens on the page and use requestAnimationFrame to do all your drawing. So basically you would have a function/class that looks something like this (you'll have to forgive some style/syntax errors I'm used to Mootools classes, just take this as an outline)
var Main = function(){
this.queue = [];
this.actions = {};
requestAnimationFrame(this.loop)
}
Main.prototype.loop = function(){
while (this.queue.length){
var action = this.queue.pop();
this.executeAction(e);
}
//do you rendering here
requestAnimationFrame(this.loop);
}
Main.prototype.addToQueue = function(e){
this.queue.push(e);
}
Main.prototype.addAction = function(target, event, callback){
if (this.actions[target] === void 0) this.actions[target] = {};
if (this.actions[target][event] === void 0) this.actions[target][event] = [];
this.actions[target][event].push(callback);
}
Main.prototype.executeAction = function(e){
if (this.actions[e.target]!==void 0 && this.actions[e.target][e.type]!==void 0){
for (var i=0; i<this.actions[e.target][e.type].length; i++){
this.actions[e.target][e.type](e);
}
}
}
So basically you'd use this class to handle everything that happens on the page. Every event handler would be onclick='Main.addToQueue(event)' or however you want to add your events to your page, you just point them to adding the event to the cue, and just use Main.addAction to direct those events to whatever you want them to do. This way every user action gets executed as soon as your canvas is finished redrawing and before it gets redrawn again. So long as your canvas renders at a decent framerate your app should remain responsive.
EDIT: forgot the "this" in requestAnimationFrame(this.loop)
web workers are something to try
https://developer.mozilla.org/en-US/docs/DOM/Using_web_workers
You can tune your performance by changing the amount of work you do per invocation. In your question you say you do a "small chunk of work". Establish a parameter which controls the amount of work being done and try various values.
You might also try to set the timeout before you do the processing. That way the time spent processing should count towards any minimum the browsers set.
One technique I use is to have a counter in my processing loop counting iterations. Then set up an interval of, say one second, in that function, display the counter and clear it to zero. This provides a rough performance value with which to measure the effects of changes you make.
In general this is likely to be very dependent on specific browsers, even versions of browsers. With tunable parameters and performance measurements you could implement a feedback loop to optimize in real-time.
One can use window.postMessage() to overcome the limitation on the minimum amount of time setTimeout enforces. See this article for details. A demo is available here.

How to tell what's causing slow HTML5 Canvas performance?

How can I tell if the canvas's slow performance is caused by the drawing itself, or the underlying logic that calculates what should be drawn and where?
The second part of my question is: how to calculate canvas fps? Here's how I did it, seems logical to me, but I can be absolutely wrong too. Is this the right way to do it?
var fps = 0;
setInterval(draw, 1000/30);
setInterval(checkFps, 1000);
function draw() {
//...
fps++;
}
function checkFps() {
$("#fps").html(fps);
fps = 0;
}
Edit:
I replaced the above with the following, according to Nathan's comments:
var lastTimeStamp = new Date().getTime();
function draw() {
//...
var now = new Date().getTime();
$("#fps").html(Math.floor(1000/(now - lastTimeStamp)));
lastTimeStamp = now;
}
So how's this one? You could also calculate only the difference in ms since the last update, performance differences can be seen that way too. By the way, I also did a side-by-side comparison of the two, and they usually moved pretty much together (a difference of 2 at most), however, the latter one had bigger spikes, when performance was extraordinarily low.
Your FPS code is definitely wrong
setInterval(checkFps, 1000);
No-one assures this function will be called exactly every second (it could be more than 1000ms, or less - but probably more), so
function checkFps() {
$("#fps").html(fps);
fps = 0;
}
is wrong (if fps is 32 at that moment it is possible that you have 32 frames in 1.5s (extreme case))
beter is to see what was the real time passes since the last update and calculate the realtimepassed / frames (I'm sure javascript has function to get the time, but I'm not sure if it will be accurate enough = ms or better)
fps is btw not a good name, it contains the number of frames (since last update), not the number of frames per second, so frames would be a better name.
In the same way
setInterval(draw, 1000/30);
is wrong, since you want to achieve a FPS of 30, but since the setInterval is not very accurate (and is probably going to wait longer than you say, you will end up with lower FPS even if the CPU is able to handle the load)
Webkit and Firebug both provide profiling tools to see where CPU cycles are being spent in your javascript code. I'd recommend starting there.
For the FPS calculation, I don't think your code is going to work, but I don't have any good recommendation :(
Reason being: Most (all?) browsers use a dedicated thread for running javascript and a different thread for running UI updates. If the Javascript thread is busy, the UI thread won't be triggered.
So, you can run some javascript looping code that'll "update" the UI 1000 times in succession (for instance, setting the color of some text) - but unless you add a setTimeout to allow the UI thread to paint the change, you won't see any changes until the 1000 iterations are finished.
That said, I don't know if you can assertively increment your fps counter at the end of the draw() routine. Sure, your javascript function has finished, but did the browser actually draw?
Check if you dont use some innerHTML method to debug your project. This can slow your project in a way you can't imagine, especially if you do some concatenation like this innerHTML += newDebugValues;
Or like desau said, profile your cpu usage with firebug or webkit inner debugger.

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