HTML5游戏开发 之 循环的控制(3)
7) 改进性能
RequestAnimationFrame确实是实现动画不可或缺的利器,但是不可以过度的使用。尤其是和一些渐变性的事件相关联的动画,比如,Chrome Web Store首页利用垂直滚轴不断显示页面内容。下面给出一个不太好的例子:
function onScroll() { update(); }
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function update() { // assume domElements has been declared // by this point :) for(var i = 0; i < domElements.length; i++) { // read offset of DOM elements // to determine visibility - a reflow // then apply some CSS classes // to the visible items - a repaint } }
window.addEventListener(‘scroll’, onScroll, false);
上面这个例子,每次scroll事件的时候,都调用RequestAnimationFrame,虽然浏览器会量力而行的执行动画渲染,但是有两个冲突的地方,成为了动画渲染的性能瓶颈。首先,scroll事件调用的频率,远远大约每秒60帧。也就是说,浏览器会缓存大量的RequestAnimationFrame事件,导致很多的update函在做无用功。其次,在每次执行RequestAnimationFrame的时候,里面对dom元素的属性进行了修改,引起了很多的Reflow和Repaint事件,显然完成所有的Reflow和Repaint时间的远远超过16ms。
为了解决第一个问题,首先要将scroll和RequestAnimaitonFrame函数分离,修改后的代码如下:
var latestKnownScrollY = 0; function onScroll() { latestKnownScrollY = window.scrollY; } function update() { requestAnimationFrame(update); var currentScrollY = latestKnownScrollY; // read offset of DOM elements // and compare to the currentScrollY value // then apply some CSS classes // to the visible items } // kick off requestAnimationFrame(update);
上面的代码,scroll事件仅负责将最新的窗口位置,赋值给一个变量。这样的话,可以避免大量的RequestAnimationFrame事件被缓存,从而真正让RequestAnimationFrame按照浏览器的能力,进行动画渲染。
对于第二个问题,唯一的办法,尽量的减少Repaint和Reflow的事件。道理虽然简单,但是优化难度很大,要求读者对于Dom的渲染的每个函数都非常熟悉。下面列出几篇文章,仅供参考:
ClassList for great good.
Breakdown of repaint.
Learning from Twitter
(未完待续)
以上就是HTML5游戏开发 之 循环的控制(3)的内容,更多相关内容请关注PHP中文网(www.php.cn)!

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