HTML5 Canvas game loop delta time calculations

Kosmetika picture Kosmetika · Sep 1, 2014 · Viewed 17.6k times · Source

I'm new to game development. Currently I'm doing a game for js13kgames contest, so the game should be small and that's why I don't use any of modern popular frameworks.

While developing my infinite game loop I found several articles and pieces of advice to implement it. Right now it looks like this:

self.gameLoop = function () {
        self.dt = 0;

        var now;
        var lastTime = timestamp();
        var fpsmeter = new FPSMeter({decimals: 0, graph: true, theme: 'dark', left: '5px'});

        function frame () {
            fpsmeter.tickStart();
            now = window.performance.now();

            // first variant - delta is increasing..
            self.dt = self.dt + Math.min(1, (now-lastTime)/1000);

            // second variant - delta is stable.. 
            self.dt = (now - lastTime)/16;
            self.dt = (self.dt > 10) ? 10 : self.dt;

            self.clearRect();

            self.createWeapons();
            self.createTargets();

            self.update('weapons');
            self.render('weapons');

            self.update('targets');
            self.render('targets');

            self.ticks++;

            lastTime = now;
            fpsmeter.tick();
            requestAnimationFrame(frame);
        }

        requestAnimationFrame(frame);
};

So the problem is in self.dt I've eventually found out that first variant is not suitable for my game because it increases forever and the speed of weapons is increasing with it as well (e.g. this.position.x += (Math.cos(this.angle) * this.speed) * self.dt;..

Second variant looks more suitable, but does it correspond to this kind of loop (http://codeincomplete.com/posts/2013/12/4/javascript_game_foundations_the_game_loop/)?

Answer

d13 picture d13 · Sep 2, 2014

Here' an implementation of an HTML5 rendering system using a fixed time step with a variable rendering time:

http://jsbin.com/ditad/10/edit?js,output

It's based on this article:

http://gameprogrammingpatterns.com/game-loop.html

Here is the game loop:

    //Set the frame rate
var fps = 60,
    //Get the start time
    start = Date.now(),
    //Set the frame duration in milliseconds
    frameDuration = 1000 / fps,
    //Initialize the lag offset
    lag = 0;

//Start the game loop
gameLoop();

function gameLoop() {
  requestAnimationFrame(gameLoop, canvas);

  //Calcuate the time that has elapsed since the last frame
  var current = Date.now(),
      elapsed = current - start;
  start = current;
  //Add the elapsed time to the lag counter
  lag += elapsed;

  //Update the frame if the lag counter is greater than or
  //equal to the frame duration
  while (lag >= frameDuration){  
    //Update the logic
    update();
    //Reduce the lag counter by the frame duration
    lag -= frameDuration;
  }
  //Calculate the lag offset and use it to render the sprites
  var lagOffset = lag / frameDuration;
  render(lagOffset);
}

The render function calls a render method on each sprite, with a reference to the lagOffset

function render(lagOffset) {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  sprites.forEach(function(sprite){
    ctx.save();
    //Call the sprite's `render` method and feed it the
    //canvas context and lagOffset
    sprite.render(ctx, lagOffset);
    ctx.restore();
  });
}

Here's the sprite's render method that uses the lag offset to interpolate the sprite's render position on the canvas.

o.render = function(ctx, lagOffset) {
    //Use the `lagOffset` and previous x/y positions to
    //calculate the render positions
    o.renderX = (o.x - o.oldX) * lagOffset + o.oldX;
    o.renderY = (o.y - o.oldY) * lagOffset + o.oldY;

    //Render the sprite
    ctx.strokeStyle = o.strokeStyle;
    ctx.lineWidth = o.lineWidth;
    ctx.fillStyle = o.fillStyle;
    ctx.translate(
      o.renderX + (o.width / 2),
      o.renderY + (o.height / 2)
     );
    ctx.beginPath();
    ctx.rect(-o.width / 2, -o.height / 2, o.width, o.height);
    ctx.stroke();
    ctx.fill();

    //Capture the sprite's current positions to use as 
    //the previous position on the next frame
    o.oldX = o.x;
    o.oldY = o.y;
  };

The important part is this bit of code that uses the lagOffset and the difference in the sprite's rendered position between frames to figure out its new current canvas position:

o.renderX = (o.x - o.oldX) * lagOffset + o.oldX;
o.renderY = (o.y - o.oldY) * lagOffset + o.oldY;

Notice that the oldX and oldY values are being re-calculated each frame at the end of the method, so that they can be used in the next frame to help figure out the difference.

o.oldX = o.x;
o.oldY = o.y;

I'm actually not sure if this interpolation is completely correct or if this is best way to do it. If anyone out there reading this knows that it's wrong, please let us know :)