yy-loop
v0.4.1
Published
Simple and configurable game/update loop.
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yy-loop
Simple and configurable game/main loop
features
- emits events (using eventemitter3)
- run every frame or after an interval
- control how many times each function runs
- loop pauses when app loses focus
- uses requestAnimationFrame()
rationale
This is a replacement for YY-Update. I use this in all my games, and as a base class for my other libraries, including pixi-ease and pixi-viewport.
installation
npm i yy-loop
simple example
const Loop = require('yy-loop')
const loop = new Loop()
// add a function to the loop that logs the elapsed time
loop.add((elapsed) => console.log(elapsed))
// add a function to the loop that runs ever second for 5 times
const entry = loop.add((elapsed) => console.log(elapsed), 1000, 5)
// run each time entry is called
entry.on('each', () => console.log('It has been one second.'))
// run after entry is complete
entry.on('done', () => console.log('completed'))
live example
https://davidfig.github.io/loop/
API
src/loop.js
/**
* basic loop support
* @param {object} [options]
* @param {number} [options.maxFrameTime=1000/60] maximum time in milliseconds for a frame
* @param {object} [options.pauseOnBlur] pause loop when app loses focus, start it when app regains focus
*
* @event each(elapsed, Loop)
* @event start(Loop)
* @event stop(Loop)
*/
constructor(options)
/**
* start requestAnimationFrame() loop
* @return {Loop} this
*/
start()
/**
* stop loop
* @return {Loop} this
*/
stop()
/**
* loop through updates; can be called manually each frame, or called automatically as part of start()
* @param {number} elapsed time since last call (will be clamped to this.maxFrameTime)
*/
update(elapsed)
/**
* adds a callback to the loop
* @deprecated use add() instead
* @param {function} callback
* @param {number} [time=0] in milliseconds to call this update (0=every frame)
* @param {number} [count=0] number of times to run this update (0=infinite)
* @return {object} entry - used to remove or change the parameters of the update
*/
interval(callback, time, count)
/**
* adds a callback to the loop
* @param {function} callback
* @param {number} [time=0] in milliseconds to call this update (0=every frame)
* @param {number} [count=0] number of times to run this update (0=infinite)
* @return {object} entry - used to remove or change the parameters of the update
*/
add(callback, time, count)
/**
* adds a one-time callback to the loop
* @param {function} callback
* @param {number} time in milliseconds to call this update
* @return {object} entry - used to remove or change the parameters of the update
*/
timeout(callback, time)
/**
* remove a callback from the loop
* @param {object} entry - returned by add()
*/
remove(entry)
/**
* removes all callbacks from the loop
*/
removeAll()
/**
* @type {number} count of all animations
*/
get count()
/**
* @type {number} count of running animations
*/
get countRunning()
src/entry.js
/** Entry class for Loop */
class Entry extends Events
{
/**
* create an entry in the update loop
* used by Loop
* @param {function} callback
* @param {number} [time=0] in milliseconds to call this update
* @param {number} [count] number of times to run this update (undefined=infinite)
*/
constructor(callback, time, count)
/**
* update checks time and runs the callback
* @param {number} elapsed
* @return {boolean} whether entry is complete and may be removed from list
*/
update(elapsed)
/**
* @type {boolean} pause this entry
*/
set pause(value)
License
MIT License
(c) 2017 YOPEY YOPEY LLC by David Figatner