Using game loop instead of queueAnimationUpdate

This commit is contained in:
Sam El-Husseini 2017-12-19 14:20:35 -08:00
parent 785ddff706
commit 2157af3e63
15 changed files with 175 additions and 139 deletions

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@ -24,7 +24,7 @@ namespace music {
}
//% color="#48150C"
//% color="#5F3109"
namespace control {
}

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@ -132,10 +132,10 @@
"logic": "#1E5AA8",
"math": "#9DC3F7",
"variables": "#B40000",
"text": "#F0890A",
"text": "#FCAC00",
"advanced": "#969696",
"functions": "#064597",
"arrays": "#890058"
"functions": "#19325A",
"arrays": "#901F76"
},
"monacoColors": {
"editor.background": "#ecf6ff"

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@ -34,9 +34,6 @@ namespace pxsim {
this.color = color;
this.changed = true;
this.valueChanged = true;
runtime.queueDisplayUpdate();
}
getValue() {

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@ -22,20 +22,14 @@ namespace pxsim {
setAngle(angle: number) {
if (this.angle != angle) {
this.angle = angle;
this.changed = true;
this.valueChanged = true;
runtime.queueDisplayUpdate();
this.setChangedState();
}
}
setRate(rate: number) {
if (this.rate != rate) {
this.rate = rate;
this.changed = true;
this.valueChanged = true;
runtime.queueDisplayUpdate();
this.setChangedState();
}
}

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@ -12,8 +12,9 @@ namespace pxsim {
namespace pxsim.output {
export function setLights(pattern: number) {
const lightState = ev3board().getBrickNode().lightState;
const brickState = ev3board().getBrickNode();
const lightState = brickState.lightState;
lightState.lightPattern = pattern;
runtime.queueDisplayUpdate();
brickState.setChangedState();
}
}

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@ -1,9 +1,9 @@
namespace pxsim {
export class MotorNode extends BaseNode {
export abstract class MotorNode extends BaseNode {
isOutput = true;
public angle: number = 0;
protected angle: number = 0;
private speed: number;
private large: boolean;
@ -18,7 +18,8 @@ namespace pxsim {
if (this.speed != speed) {
this.speed = speed;
this.changed = true;
runtime.queueDisplayUpdate();
this.setChangedState();
this.playMotorAnimation();
}
}
@ -50,8 +51,14 @@ namespace pxsim {
start() {
// TODO: implement
runtime.queueDisplayUpdate();
this.setChangedState();
}
public getAngle() {
return this.angle;
}
protected abstract playMotorAnimation(): void;
}
export class MediumMotorNode extends MotorNode {
@ -60,6 +67,32 @@ namespace pxsim {
constructor(port: number) {
super(port);
}
protected lastMotorAnimationId: number;
protected playMotorAnimation() {
// Max medium motor RPM is 250 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
const rotationsPerMinute = 250; // 250 rpm at speed 100
const rotationsPerSecond = rotationsPerMinute / 60;
const fps = GAME_LOOP_FPS;
const rotationsPerFrame = rotationsPerSecond / fps;
let now;
let then = Date.now();
let interval = 1000 / fps;
let delta;
let that = this;
function draw() {
that.lastMotorAnimationId = requestAnimationFrame(draw);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
const rotations = that.getSpeed() / 100 * rotationsPerFrame;
const angle = rotations * 360;
that.angle += angle;
}
}
draw();
}
}
export class LargeMotorNode extends MotorNode {
@ -69,5 +102,30 @@ namespace pxsim {
super(port);
}
protected lastMotorAnimationId: number;
protected playMotorAnimation() {
// Max medium motor RPM is 170 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
const rotationsPerMinute = 170; // 170 rpm at speed 100
const rotationsPerSecond = rotationsPerMinute / 60;
const fps = GAME_LOOP_FPS;
const rotationsPerFrame = rotationsPerSecond / fps;
let now;
let then = Date.now();
let interval = 1000 / fps;
let delta;
let that = this;
function draw() {
that.lastMotorAnimationId = requestAnimationFrame(draw);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
const rotations = that.getSpeed() / 100 * rotationsPerFrame;
const angle = rotations * 360;
that.angle += angle;
}
}
draw();
}
}
}

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@ -32,5 +32,9 @@ namespace pxsim {
this.changed = false;
return res;
}
setChangedState() {
this.changed = true;
}
}
}

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@ -7,7 +7,7 @@ namespace pxsim {
export class EV3ScreenState {
changed: boolean
changed: boolean = true;
points: Uint8Array;
constructor() {
this.points = new Uint8Array(visuals.SCREEN_WIDTH * visuals.SCREEN_HEIGHT)

View File

@ -43,6 +43,11 @@ namespace pxsim {
this.valueChanged = false;
return res;
}
setChangedState() {
this.changed = true;
this.valueChanged = false;
}
}
export class AnalogSensorNode extends SensorNode {

View File

@ -17,10 +17,7 @@ namespace pxsim {
setDistance(distance: number) {
if (this.distance != distance) {
this.distance = distance;
this.changed = true;
this.valueChanged = true;
runtime.queueDisplayUpdate();
this.setChangedState();
}
}

View File

@ -1,5 +1,9 @@
/// <reference path="./layoutView.ts" />
namespace pxsim {
export const GAME_LOOP_FPS = 32;
}
namespace pxsim.visuals {
const EV3_STYLE = `
@ -136,10 +140,6 @@ namespace pxsim.visuals {
this.board.updateSubscribers.push(() => this.updateState());
this.updateState();
}
let that = this;
window.setInterval(function(){
that.updateScreen();
}, 30);
}
public getView(): SVGAndSize<SVGSVGElement> {
@ -171,53 +171,6 @@ namespace pxsim.visuals {
this.layoutView.updateTheme(theme);
}
public updateState() {
this.updateVisibleNodes();
}
private updateVisibleNodes() {
const inputNodes = ev3board().getInputNodes();
inputNodes.forEach((node, index) => {
const view = this.getDisplayViewForNode(node.id, index);
if (view) {
this.layoutView.setInput(index, view);
view.updateState();
}
});
this.getDisplayViewForNode(ev3board().getBrickNode().id, -1).updateState();
const outputNodes = ev3board().getMotors();
outputNodes.forEach((node, index) => {
const view = this.getDisplayViewForNode(node.id, index);
if (view) {
this.layoutView.setOutput(index, view);
view.updateState();
}
});
const selected = this.layoutView.getSelected();
if (selected && (selected.getId() !== this.selectedNode || selected.getPort() !== this.selectedPort)) {
this.selectedNode = selected.getId();
this.selectedPort = selected.getPort();
this.controlGroup.clear();
const control = this.getControlForNode(this.selectedNode, selected.getPort());
if (control) {
this.controlView = control;
this.controlGroup.addView(control);
}
this.closeIconView.setVisible(true);
} else if (!selected) {
this.controlGroup.clear();
this.controlView = undefined;
this.selectedNode = undefined;
this.selectedPort = undefined;
this.closeIconView.setVisible(false);
}
this.resize();
}
public resize() {
const bounds = this.element.getBoundingClientRect();
this.width = bounds.width;
@ -245,7 +198,7 @@ namespace pxsim.visuals {
this.controlView.translate(controlCoords.x, controlCoords.y);
}
this.updateScreen();
//this.updateScreen();
}
private getControlForNode(id: NodeType, port: number) {
@ -358,7 +311,7 @@ namespace pxsim.visuals {
this.closeIconView.setVisible(false);
this.resize();
this.updateState();
//this.updateState();
// Add Screen canvas to board
this.buildScreenCanvas();
@ -397,7 +350,78 @@ namespace pxsim.visuals {
this.screenCanvasTemp.style.display = 'none';
}
private updateScreen() {
private lastAnimationId: number;
public updateState() {
if (this.lastAnimationId) cancelAnimationFrame(this.lastAnimationId);
const fps = GAME_LOOP_FPS;
let now;
let then = Date.now();
let interval = 1000 / fps;
let delta;
let that = this;
function loop() {
that.lastAnimationId = requestAnimationFrame(loop);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
that.updateStateStep();
}
}
loop();
}
private updateStateStep() {
console.log("update state step");
const inputNodes = ev3board().getInputNodes();
inputNodes.forEach((node, index) => {
if (!node.didChange()) return;
const view = this.getDisplayViewForNode(node.id, index);
if (view) {
this.layoutView.setInput(index, view);
view.updateState();
}
});
const brickNode = ev3board().getBrickNode();
if (brickNode.didChange()) {
this.getDisplayViewForNode(ev3board().getBrickNode().id, -1).updateState();
}
const outputNodes = ev3board().getMotors();
outputNodes.forEach((node, index) => {
if (!node.didChange()) return;
const view = this.getDisplayViewForNode(node.id, index);
if (view) {
this.layoutView.setOutput(index, view);
view.updateState();
}
});
const selected = this.layoutView.getSelected();
if (selected && (selected.getId() !== this.selectedNode || selected.getPort() !== this.selectedPort)) {
this.selectedNode = selected.getId();
this.selectedPort = selected.getPort();
this.controlGroup.clear();
const control = this.getControlForNode(this.selectedNode, selected.getPort());
if (control) {
this.controlView = control;
this.controlGroup.addView(control);
}
this.closeIconView.setVisible(true);
} else if (!selected) {
this.controlGroup.clear();
this.controlView = undefined;
this.selectedNode = undefined;
this.selectedPort = undefined;
this.closeIconView.setVisible(false);
}
this.updateScreenStep();
//this.resize();
}
private updateScreenStep() {
let state = ev3board().screenState;
if (!state.didChange()) return;

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@ -18,36 +18,10 @@ namespace pxsim.visuals {
if (this.lastMotorAnimationId) cancelAnimationFrame(this.lastMotorAnimationId);
if (!speed) return;
this.playMotorAnimation(motorState);
this.setMotorAngle(motorState.getAngle());
}
private playMotorAnimation(state: MotorNode) {
// Max medium motor RPM is 170 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
const rotationsPerMinute = 170; // 170 rpm at speed 100
const rotationsPerSecond = rotationsPerMinute / 60;
const fps = MOTOR_ROTATION_FPS;
const rotationsPerFrame = rotationsPerSecond / fps;
let now;
let then = Date.now();
let interval = 1000 / fps;
let delta;
let that = this;
function draw() {
that.lastMotorAnimationId = requestAnimationFrame(draw);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
that.playMotorAnimationStep(state.angle);
const rotations = state.getSpeed() / 100 * rotationsPerFrame;
const angle = rotations * 360;
state.angle += angle;
}
}
draw();
}
private playMotorAnimationStep(angle: number) {
private setMotorAngle(angle: number) {
const holeEl = this.content.getElementById(this.normalizeId(LargeMotorView.ROTATING_ECLIPSE_ID))
const width = 34;
const height = 34;

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@ -28,36 +28,10 @@ namespace pxsim.visuals {
if (this.lastMotorAnimationId) cancelAnimationFrame(this.lastMotorAnimationId);
if (!speed) return;
this.playMotorAnimation(motorState);
this.setMotorAngle(motorState.getAngle());
}
private playMotorAnimation(state: MotorNode) {
// Max medium motor RPM is 250 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
const rotationsPerMinute = 250; // 250 rpm at speed 100
const rotationsPerSecond = rotationsPerMinute / 60;
const fps = MOTOR_ROTATION_FPS;
const rotationsPerFrame = rotationsPerSecond / fps;
let now;
let then = Date.now();
let interval = 1000 / fps;
let delta;
let that = this;
function draw() {
that.lastMotorAnimationId = requestAnimationFrame(draw);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
that.playMotorAnimationStep(state.angle);
const rotations = state.getSpeed() / 100 * rotationsPerFrame;
const angle = rotations * 360;
state.angle += angle;
}
}
draw();
}
private playMotorAnimationStep(angle: number) {
private setMotorAngle(angle: number) {
const holeEl = this.content.getElementById(this.normalizeId(MediumMotorView.ROTATING_ECLIPSE_ID))
const width = 47.9;
const height = 47.2;

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@ -28,9 +28,14 @@
div.blocklyTreeRow {
border-radius: 0px;
-webkit-box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
margin-bottom: 7px;
/*-webkit-box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
-moz-box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);
box-shadow: inset 0px 0px 0px 3px rgba(0,0,0,0.2);*/
}
div.blocklyTreeSeparator {
border-bottom: solid #CEA403 2px;
}
/* Remove shadow around blockly blocks */
@ -51,6 +56,7 @@ span.blocklyTreeLabel {
margin: 0.5rem;
margin-left: 1rem;
margin-right: 1rem;
margin-bottom: 0.8rem;
}
.blocklySearchInputField {
border-radius: 1rem !important;

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@ -10,7 +10,7 @@
@emSize : 14px;
@fontSize : 13px;
@primaryColor: @red;
@primaryColor: @blue;
@secondaryColor: @yellow;
@teal:#08415C;
@ -88,6 +88,8 @@
@pageBackground: #fff;
@positiveColor: @blue;
@defaultBorderRadius: 0px;
@inputPlaceholderColor: lighten(@inputColor, 80);