Using game loop instead of queueAnimationUpdate
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@ -18,36 +18,10 @@ namespace pxsim.visuals {
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if (this.lastMotorAnimationId) cancelAnimationFrame(this.lastMotorAnimationId);
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if (!speed) return;
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this.playMotorAnimation(motorState);
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this.setMotorAngle(motorState.getAngle());
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}
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private playMotorAnimation(state: MotorNode) {
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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 = MOTOR_ROTATION_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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that.playMotorAnimationStep(state.angle);
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const rotations = state.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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state.angle += angle;
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}
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}
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draw();
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}
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private playMotorAnimationStep(angle: number) {
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private setMotorAngle(angle: number) {
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const holeEl = this.content.getElementById(this.normalizeId(LargeMotorView.ROTATING_ECLIPSE_ID))
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const width = 34;
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const height = 34;
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@ -28,36 +28,10 @@ namespace pxsim.visuals {
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if (this.lastMotorAnimationId) cancelAnimationFrame(this.lastMotorAnimationId);
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if (!speed) return;
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this.playMotorAnimation(motorState);
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this.setMotorAngle(motorState.getAngle());
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}
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private playMotorAnimation(state: MotorNode) {
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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 = MOTOR_ROTATION_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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that.playMotorAnimationStep(state.angle);
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const rotations = state.getSpeed() / 100 * rotationsPerFrame;
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const angle = rotations * 360;
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state.angle += angle;
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}
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}
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draw();
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}
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private playMotorAnimationStep(angle: number) {
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private setMotorAngle(angle: number) {
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const holeEl = this.content.getElementById(this.normalizeId(MediumMotorView.ROTATING_ECLIPSE_ID))
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const width = 47.9;
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const height = 47.2;
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