152 lines
4.5 KiB
JavaScript
152 lines
4.5 KiB
JavaScript
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function newAnimation () {
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const MODULE_NAME = 'Animation'
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const ERROR_LOG = true
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const logger = newWebDebugLog()
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logger.fileName = MODULE_NAME
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/*
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Essentially, what the animation object does, is to call several functions in order to draw the content of each frame.
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To do that, it has an array of functions that need to be called, and it just goes one by one through them. His parent object
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is responsible for providing more functions to call, or removing functions from its list when they are not longer needed.
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*/
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let animationLoopHandle // This is the handle to the animation loop. With this handle we can cancel the loop, for instance.
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let callBackFunctions = new Map()
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let thisObject = {
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start: start,
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stop: stop,
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addCallBackFunction: addCallBackFunction,
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removeCallBackFunction: removeCallBackFunction,
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initialize: initialize,
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finalize: finalize
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}
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let totalConsumption = 0
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let totalCounter = 0
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return thisObject
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function finalize () {
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thisObject.stop()
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}
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function initialize () {
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}
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function start () {
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animationLoop() // Inside this function the animation process is started, and at the same time it creates a loop.
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}
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function stop () {
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window.cancelAnimationFrame(animationLoopHandle)
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}
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function addCallBackFunction (key, callBack) {
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callBackFunctions.set(key, callBack)
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}
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function removeCallBackFunction (key) {
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callBackFunctions.delete(key)
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}
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function animationLoop () {
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try {
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if (window.canvasApp.visible === true) {
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/* We set the canvas to its normal width and height */
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browserCanvas.width = window.innerWidth
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browserCanvas.height = window.innerHeight - CURRENT_TOP_MARGIN
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/* First thing is to clear the actual canvas */
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clearBrowserCanvas()
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/* We loop through the callback functions collections and execute them all. */
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let performanceMap = new Map()
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let totalTimeConsumed = 0
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let totalElements = 0
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let chanceToExecute
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let randomNumber
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let mustExecute
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// console.clear()
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for (const [key, callBackFunction] of callBackFunctions.entries()) {
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switch (key) {
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case 'Floating Space Physics':
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chanceToExecute = 50
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randomNumber = Math.random() * 100 * chanceToExecute
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if (randomNumber > 100 - chanceToExecute) { mustExecute = true } else { mustExecute = false }
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break
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default: {
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mustExecute = true
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}
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}
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if (mustExecute === true) {
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let t0 = performance.now()
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callBackFunction()
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let t1 = performance.now()
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let timeConsumed = t1 - t0
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if (key === 'Chart Space Draw') {
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// console.log(key, (totalConsumption / totalCounter).toFixed(1))
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if (Math.random() * 100 > 99) {
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totalConsumption = 0
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totalCounter = 0
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}
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totalConsumption = totalConsumption + timeConsumed
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totalCounter = totalCounter + 1
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}
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performanceMap.set(key, timeConsumed)
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totalTimeConsumed = totalTimeConsumed + timeConsumed
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totalElements++
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}
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}
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/* Performance Check */
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for (const [key, timeConsumed] of performanceMap.entries()) {
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let percentage = timeConsumed * 100 / totalTimeConsumed
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if (key === 'Chart Space Draw') {
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// console.log(key, percentage.toFixed(0))
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}
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}
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} else {
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browserCanvas.width = 1
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browserCanvas.height = 1
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}
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/* We request the next frame to be drawn, and stablishing a loop */
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/* Use this code for full animation speed. */
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animationLoopHandle = window.requestAnimationFrame(animationLoop)
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/* Use this code for max 10 frames per second animation speed, if the app is consumming too much of your CPU. */
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/*
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setTimeout(nextLoop, 100)
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function nextLoop () {
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animationLoopHandle = window.requestAnimationFrame(animationLoop)
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}
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*/
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] animationLoop -> err = ' + err.stack) }
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}
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}
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function clearBrowserCanvas () {
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browserCanvasContext.beginPath()
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browserCanvasContext.rect(0, 0, browserCanvas.width, browserCanvas.height)
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browserCanvasContext.fillStyle = 'rgba(' + UI_COLOR.WHITE + ', 1)'
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browserCanvasContext.closePath()
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browserCanvasContext.fill()
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}
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}
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