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Home/ Questions/Q 6831083
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T22:41:43+00:00 2026-05-26T22:41:43+00:00

I’m looking for a way to manipulate animation without using libraries and as usual

  • 0

I’m looking for a way to manipulate animation without using libraries
and as usual I make a setTimeout in another setTimout in order to smooth the UI
but I want to make a more accurate function to do it, so if I want to make a 50ms-per-piece
animation, and I type:

............
       sum=0,
       copy=(new Date()).getMilliseconds()
  
   function change(){
    
    
    var curTime=(new Date()).getMilliseconds(),
        diff=(1000+(curTime-copy))%1000  //caculate the time between each setTimeout
    
    console.log("diff time spam: ",diff) 
    
    sum+=diff
    copy=curTime
    
    var cur=parseInt(p.style.width)
    
    if (sum<47){//ignore small error
    //if time sum is less than 47,since we want a 50ms-per animation  

                // we wait to count the sum to more than the number
        console.log("still wating: ",sum)
    }
    else{   
                //here the sum is bigger what we want,so make the UI change
        console.log("------------runing: ",sum)
            sum=0 //reset the sum to caculate the next diff
            if(cur < 100)
            {
      
                p.style.width=++cur+"px"
      
            }
            else{
    
                clearInterval(temp)
        
            }
        }
    
   }
   
   var temp=setInterval(change,10)

I don’t know the core thought of my code is right,anyone get some ideas about how to make a more accurate timer in most browser?

Set the JsFiddle url:
http://jsfiddle.net/lanston/Vzdau/1/

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T22:41:44+00:00Added an answer on May 26, 2026 at 10:41 pm

    Looks too complicated to me, use setInterval and one start date, like:

    var start = +new Date();
    var frame = -1;
    var timer = setInterval(checkIfNewFrame, 20);
    
    function checkIfNewFrame () {
      var diff = +new Date() - start;
      var f = Math.floor(diff / 50);
      if (f > frame) {
        // use one of these, depending on whether skip or animate lost frames
        ++frame; // in case you do not skip
        frame = f; // in case you do skip
        moveAnimation();
      }
    }
    
    function moveAnimation () {
      ... do whatever you want, there is new frame, clear timer past last one
    }
    
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