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clock.js
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74 lines (66 loc) · 1.79 KB
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export class Clock {
/**
* @type {number}
*/
#now;
/**
* @type {number}
*/
#sinceStart;
/**
* @type {string}
*/
#currentFPS;
#elapsed;
#previousTimestamp;
#frameId;
#isRunning = false;
#fpsInterval;
#startTime;
#frameCount = 0;
static #MS_PER_UPDATE = 12;
/**
*
* @param {number} desiredFPS
* @param {(elapsed: number) => void} updateCallback
* @param {() => void} renderCallback
*/
constructor(desiredFPS, updateCallback, renderCallback) {
this.#fpsInterval = 1000 / desiredFPS;
this.updateCallback = updateCallback;
this.renderCallback = renderCallback;
this.step = this.step.bind(this);
}
start() {
this.#isRunning = true;
this.#previousTimestamp = performance.now();
this.#startTime = this.#previousTimestamp;
this.#frameId = window.requestAnimationFrame(this.step);
}
/**
*
* @param {number} timestamp
*/
step(timestamp) {
this.#now = timestamp;
this.#elapsed = this.#now - this.#previousTimestamp;
this.#sinceStart = this.#now - this.#startTime;
this.#currentFPS = (Math.round(1000 / (this.#sinceStart / ++this.#frameCount) * 100) / 100).toFixed(2);
if (this.#elapsed > this.#fpsInterval) {
this.updateCallback(this.#elapsed);
this.renderCallback();
this.#previousTimestamp = this.#now - (this.#elapsed % this.#fpsInterval);
}
this.#frameId = requestAnimationFrame(this.step);
}
stop() {
window.cancelAnimationFrame(this.#frameId);
this.#isRunning = false;
}
get currentFPS() {
return this.#currentFPS;
}
get running() {
return this.#isRunning;
}
}