bubble-game: Use setInterval instead of requestAnimationFrame
This makes sure Misskey's Bubble Game always runs at a consistent rate, even when the monitor isn't 60hz
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@ -557,7 +557,7 @@ let bgmNodes: ReturnType<typeof sound.createSourceNode> | null = null;
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let renderer: Matter.Render | null = null;
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let monoTextures: Record<string, Blob> = {};
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let monoTextureUrls: Record<string, string> = {};
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let tickRaf: number | null = null;
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let tickInterval: number | null = null;
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let game = new DropAndFusionGame({
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seed: seed,
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gameMode: props.gameMode,
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@ -663,13 +663,20 @@ function getTextureImageUrl(mono: Mono) {
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}
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}
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function startTicking(tickFunction: () => void) {
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tickInterval = window.setInterval(tickFunction, game.TICK_DELTA);
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}
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function stopTicking() {
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if (tickInterval !== null) {
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window.clearInterval(tickInterval);
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tickInterval = null;
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}
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}
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function tick() {
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const hasNextTick = game.tick();
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if (hasNextTick) {
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tickRaf = window.requestAnimationFrame(tick);
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} else {
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tickRaf = null;
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}
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if (!hasNextTick) stopTicking();
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}
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function tickReplay() {
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@ -700,11 +707,7 @@ function tickReplay() {
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if (!hasNextTick) break;
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}
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if (hasNextTick) {
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tickRaf = window.requestAnimationFrame(tickReplay);
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} else {
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tickRaf = null;
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}
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if (!hasNextTick) stopTicking();
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}
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async function start() {
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@ -716,7 +719,7 @@ async function start() {
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});
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Matter.Render.run(renderer);
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game.start();
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window.requestAnimationFrame(tick);
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startTicking(tick);
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gameLoaded.value = true;
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@ -803,9 +806,7 @@ function reset() {
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function dispose() {
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game.dispose();
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if (renderer) Matter.Render.stop(renderer);
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if (tickRaf) {
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window.cancelAnimationFrame(tickRaf);
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}
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stopTicking();
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}
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function backToTitle() {
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@ -829,7 +830,7 @@ function replay() {
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});
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Matter.Render.run(renderer);
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game.start();
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window.requestAnimationFrame(tickReplay);
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startTicking(tickReplay);
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});
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}
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@ -51,7 +51,7 @@ export class DropAndFusionGame extends EventEmitter<{
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public readonly DROP_COOLTIME = 30; // frame
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public readonly PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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private TICK_DELTA = 1000 / 60; // 60fps
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public readonly TICK_DELTA = 1000 / 60; // 60fps
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public frame = 0;
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public engine: Matter.Engine;
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