Using game loop instead of queueAnimationUpdate
This commit is contained in:
@ -34,9 +34,6 @@ namespace pxsim {
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this.color = color;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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}
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getValue() {
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@ -22,20 +22,14 @@ namespace pxsim {
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setAngle(angle: number) {
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if (this.angle != angle) {
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this.angle = angle;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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}
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setRate(rate: number) {
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if (this.rate != rate) {
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this.rate = rate;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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}
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@ -12,8 +12,9 @@ namespace pxsim {
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namespace pxsim.output {
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export function setLights(pattern: number) {
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const lightState = ev3board().getBrickNode().lightState;
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const brickState = ev3board().getBrickNode();
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const lightState = brickState.lightState;
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lightState.lightPattern = pattern;
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runtime.queueDisplayUpdate();
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brickState.setChangedState();
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}
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}
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@ -1,9 +1,9 @@
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namespace pxsim {
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export class MotorNode extends BaseNode {
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export abstract class MotorNode extends BaseNode {
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isOutput = true;
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public angle: number = 0;
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protected angle: number = 0;
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private speed: number;
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private large: boolean;
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@ -18,7 +18,8 @@ namespace pxsim {
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if (this.speed != speed) {
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this.speed = speed;
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this.changed = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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this.playMotorAnimation();
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}
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}
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@ -50,8 +51,14 @@ namespace pxsim {
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start() {
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// TODO: implement
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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public getAngle() {
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return this.angle;
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}
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protected abstract playMotorAnimation(): void;
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}
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export class MediumMotorNode extends MotorNode {
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@ -60,6 +67,32 @@ namespace pxsim {
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constructor(port: number) {
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super(port);
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}
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protected lastMotorAnimationId: number;
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protected playMotorAnimation() {
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// Max medium motor RPM is 250 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 250; // 250 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = GAME_LOOP_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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const rotations = that.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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that.angle += angle;
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}
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}
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draw();
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}
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}
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export class LargeMotorNode extends MotorNode {
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@ -69,5 +102,30 @@ namespace pxsim {
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super(port);
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}
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protected lastMotorAnimationId: number;
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protected playMotorAnimation() {
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// Max medium motor RPM is 170 according to http://www.cs.scranton.edu/~bi/2015s-html/cs358/EV3-Motor-Guide.docx
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const rotationsPerMinute = 170; // 170 rpm at speed 100
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const rotationsPerSecond = rotationsPerMinute / 60;
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const fps = GAME_LOOP_FPS;
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const rotationsPerFrame = rotationsPerSecond / fps;
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let now;
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let then = Date.now();
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let interval = 1000 / fps;
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let delta;
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let that = this;
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function draw() {
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that.lastMotorAnimationId = requestAnimationFrame(draw);
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now = Date.now();
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delta = now - then;
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if (delta > interval) {
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then = now - (delta % interval);
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const rotations = that.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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that.angle += angle;
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}
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}
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draw();
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}
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}
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}
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@ -32,5 +32,9 @@ namespace pxsim {
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this.changed = false;
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return res;
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}
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setChangedState() {
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this.changed = true;
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}
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}
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}
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@ -7,7 +7,7 @@ namespace pxsim {
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export class EV3ScreenState {
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changed: boolean
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changed: boolean = true;
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points: Uint8Array;
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constructor() {
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this.points = new Uint8Array(visuals.SCREEN_WIDTH * visuals.SCREEN_HEIGHT)
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@ -43,6 +43,11 @@ namespace pxsim {
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this.valueChanged = false;
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return res;
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}
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setChangedState() {
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this.changed = true;
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this.valueChanged = false;
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}
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}
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export class AnalogSensorNode extends SensorNode {
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@ -17,10 +17,7 @@ namespace pxsim {
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setDistance(distance: number) {
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if (this.distance != distance) {
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this.distance = distance;
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this.changed = true;
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this.valueChanged = true;
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runtime.queueDisplayUpdate();
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this.setChangedState();
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}
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}
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