Exposed game loop settings via game config object.

This commit is contained in:
photonstorm 2017-05-03 17:07:15 +01:00
parent 9eb1676482
commit 9ee41603a2
4 changed files with 49 additions and 21 deletions

View file

@ -57,8 +57,16 @@ var Config = function (config)
this.bannerTextColor = GetValue(config, 'banner.text', defaultBannerTextColor);
this.bannerBackgroundColor = GetValue(config, 'banner.background', defaultBannerColor);
this.fps = GetValue(config, 'fps', 60);
this.forceSetTimeOut = GetValue(config, 'forceSetTimeOut', false);
// Frame Rate config
// fps: {
// min: 10,
// target: 60,
// max: 120
// forceSetTimeOut: false,
// deltaHistory: 10
// }
this.fps = GetValue(config, 'fps', null);
this.pixelArt = GetValue(config, 'pixelArt', false);
this.transparent = GetValue(config, 'transparent', false);

View file

@ -114,7 +114,7 @@ Game.prototype = {
this.config.postBoot();
this.loop.start(!!this.config.forceSetTimeOut, this.step.bind(this));
this.loop.start(this.step.bind(this));
},
step: function (time, delta)

View file

@ -1,7 +1,17 @@
var NOOP = require('../utils/NOOP');
var GetValue = require('../utils/object/GetValue');
var RequestAnimationFrame = require('../dom/RequestAnimationFrame');
var VariableTimeStep = function (game, framerate)
// Frame Rate config
// fps: {
// min: 10,
// target: 60,
// max: 120
// forceSetTimeOut: false,
// deltaHistory: 10
// }
var VariableTimeStep = function (game, config)
{
this.game = game;
@ -9,13 +19,22 @@ var VariableTimeStep = function (game, framerate)
this.started = false;
this.running = false;
this.minFps = GetValue(config, 'min', 5);
this.maxFps = GetValue(config, 'max', 120);
this.targetFps = GetValue(config, 'target', 60);
// For fixed-step physics
this.fps = framerate;
this._min = 1000 / this.minFps; // 200ms between frames (i.e. super slow!)
this._max = 1000 / this.maxFps; // 8.333ms between frames (i.e. super fast, 120Hz displays)
this._target = 1000 / this.targetFps; // 16.666ms between frames (i.e. normal)
// 200 / 1000 = 0.2 (5fps)
// 8.333 / 1000 = 0.008333 (120fps)
// 16.666 / 1000 = 0.01666 (60fps)
this.callback = NOOP;
this.useRAF = true;
this.forceSetTimeOut = GetValue(config, 'forceSetTimeOut', false);
this.time = 0;
this.startTime = 0;
@ -24,14 +43,14 @@ var VariableTimeStep = function (game, framerate)
this.delta = 0;
this.deltaIndex = 0;
this.deltaHistory = [];
this.deltaSmoothingMax = 10;
this.deltaSmoothingMax = GetValue(config, 'deltaHistory', 10);
};
VariableTimeStep.prototype.constructor = VariableTimeStep;
VariableTimeStep.prototype = {
start: function (useRAF, callback)
start: function (callback)
{
if (this.started)
{
@ -54,40 +73,41 @@ VariableTimeStep.prototype = {
for (var i = 0; i < this.deltaSmoothingMax; i++)
{
history[i] = 0.0166;
history[i] = this._target;
}
this.delta = 0;
this.deltaIndex = 0;
this.deltaHistory = history;
this.useRAF = useRAF;
this.callback = callback;
this.raf.start(this.step.bind(this), useRAF);
this.raf.start(this.step.bind(this), this.forceSetTimeOut);
},
// time comes from requestAnimationFrame and is either a high res time value,
// or Date.now if using setTimeout
step: function (time)
{
var idx = this.deltaIndex;
var history = this.deltaHistory;
var max = this.deltaSmoothingMax;
// delta time
var dt = (time - this.lastTime) / 1000;
// delta time (time is in ms)
var dt = (time - this.lastTime);
// min / max range
if (dt < 0.0001 || dt > 0.5)
// min / max range (yes, the < and > should be this way around)
if (dt > this._min || dt < this._max)
{
// Probably super bad start time or browser tab inactivity / context loss
// Probably super bad start time or browser tab context loss,
// so use the last 'sane' dt value
console.log('dt sync', dt, 'ms over', history[idx]);
dt = history[idx];
// clamp delta to 0.0001 to 0.5 range
dt = Math.max(Math.min(dt, 0.5), 0.0001);
// Clamp delta to min max range (in case history has become corrupted somehow)
dt = Math.max(Math.min(dt, this._max), this._min);
}
// Smooth out the delta over the previous X frames
@ -117,7 +137,7 @@ VariableTimeStep.prototype = {
// Real-world timer advance
this.time += avg;
this.callback(this.time, avg * 1000);
this.callback(this.time, avg);
// Shift time value over
this.lastTime = time;

View file

@ -1,4 +1,4 @@
var CHECKSUM = {
build: 'f7392da0-2f9d-11e7-ba4c-5959ed8510b1'
build: 'a4716c80-3016-11e7-a2a9-6b058a4cdd76'
};
module.exports = CHECKSUM;