I'm trting to do the following:
I'm running through a for loop and each time I get a new information and want to draw it on the canvas. The problem is that the canvas is being drawn just after the loop finish, and I can't see no animation. If I step in with debug, or with alert messages, it will draw to the canvas immediatly. How can I do it?
Here is my code, as you can see I've already tried with setTimeout in multiple ways but didn't worked.
for(var i=0;i<1000; i ++)
{
addLines(ga.getBestCreature()); // This method draw on the canvas
setTimeout(function() {
ga.startEvolution(1); // This method change the best creature
}, 10);
}
The drowing method:
function addLines(best) {
if(!best) {
return;
}
var global_path = best.data;
redraw(); // Clear off the canvas
var cityA;
var cityB;
for (var i = 0; i < (global_path.length - 1); i++) {
cityA = ga.cities[global_path[i]];
cityB = ga.cities[global_path[i+1]];
ctx.moveTo(cityA.x,cityA.y);
ctx.lineTo(cityB.x,cityB.y);
ctx.stroke();
}
}
Any Ideas??
Update: After was advised to use the requestAnimationFrame, I've came out with something like this. Is this the best approach? I'm updating a global variable called 'run' on click events
var run = 0;
function animate() {
if(run > 0) {
ga.startEvolution(1);
run--;
}
addLines(ga.getBestCreature());
requestAnimationFrame(animate);
}
animate();
Your best take is to separate concerns : have an animation loop continuously running, and, "each time [you] get a new information", update your scene description, it will draw as soon as the display is ready.
So a first very simple demo : here the 'new information' is a user click.
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var cvWidth = cv.width;
var cvHeight = cv.height;
// Simple scene description : an array of colored rects
var everyObject = [
[60, 70, 30, 30, 'yellow']
];
// animation : always running loop.
function animate() {
// call again next time we can draw
requestAnimationFrame(animate);
// clear canvas
ctx.clearRect(0, 0, cvWidth, cvHeight);
// draw everything
everyObject.forEach(function(o) {
ctx.fillStyle = o[4];
ctx.fillRect(o[0], o[1], o[2], o[3]);
});
//
ctx.fillStyle = '#000';
ctx.fillText('click to add random rects', 10, 10);
}
animate();
// click handler to add random rects
window.addEventListener('click', function() {
addRandRect();
});
function addRandRect() {
var randColor = Math.random() > 0.5 ? 'blue' : 'red';
everyObject.push([Math.random() * cvWidth, Math.random() * cvHeight, 10 + Math.random() * 40, 10 + Math.random() * 40, randColor]);
}
<canvas id='cv' width=400 height=200></canvas>
Now if you want some kind of animation, or a simple version using setTimeOut would be :
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var cvWidth = cv.width;
var cvHeight = cv.height;
// Simple scene description : an array of colored rects
var everyObject = [
[60, 70, 30, 30, 'yellow']
];
// animation : always running loop.
function animate() {
// call again next time we can draw
requestAnimationFrame(animate);
// clear canvas
ctx.clearRect(0, 0, cvWidth, cvHeight);
// draw everything
everyObject.forEach(function(o) {
ctx.fillStyle = o[4];
ctx.fillRect(o[0], o[1], o[2], o[3]);
});
//
ctx.fillStyle = '#000';
ctx.fillText('click to add 4 random rects with a delay', 10, 10);
}
animate();
// click handler to add random rects
window.addEventListener('click', function() {
addRandRect();
setTimeout(addRandRect, 300);
setTimeout(addRandRect, 600);
setTimeout(addRandRect, 900);
});
function addRandRect() {
var randColor = Math.random() > 0.5 ? 'blue' : 'red';
everyObject.push([Math.random() * cvWidth, Math.random() * cvHeight, 10 + Math.random() * 40, 10 + Math.random() * 40, randColor]);
}
<canvas id='cv' width=400 height=200></canvas>
(By the way i wrote about animation here if interested : http://codepen.io/gamealchemist/post/animationcanvas1 )