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