2024-07-03 19:50:41 -07:00
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const canvas = document.getElementById("asset-canvas");
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const libraryScript = document.getElementById("canvas-movie-library");
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const libraryUrl = libraryScript.getAttribute("src");
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// Read the asset ID from the URL, as an extra hint of what asset we're
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// logging for. (This is helpful when there's a lot of assets animating!)
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const assetId = document.location.pathname.split("/").at(-1);
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const logPrefix = `[${assetId}] `.padEnd(9);
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// State for controlling the movie.
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let loadingStatus = "loading";
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let playingStatus = getInitialPlayingStatus();
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// State for loading the movie.
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let library = null;
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let movieClip = null;
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let stage = null;
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// State for animating the movie.
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let frameRequestId = null;
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let lastFrameTime = null;
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let lastLogTime = null;
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let numFramesSinceLastLog = 0;
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// State for error reporting.
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let hasLoggedRenderError = false;
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function loadImage(src) {
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const image = new Image();
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image.crossOrigin = "anonymous";
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const promise = new Promise((resolve, reject) => {
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image.onload = () => {
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resolve(image);
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};
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image.onerror = () => {
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reject(new Error(`Failed to load image: ${JSON.stringify(src)}`));
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};
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image.src = src;
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});
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return promise;
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}
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async function getLibrary() {
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if (Object.keys(window.AdobeAn?.compositions || {}).length === 0) {
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throw new Error(
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`Movie library ${libraryUrl} did not add a composition to window.AdobeAn.compositions.`,
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);
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}
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const [compositionId, composition] = Object.entries(
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window.AdobeAn.compositions,
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)[0];
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if (Object.keys(window.AdobeAn.compositions).length > 1) {
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console.warn(
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`Grabbing composition ${compositionId}, but there are >1 here: `,
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Object.keys(window.AdobeAn.compositions).length,
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);
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}
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delete window.AdobeAn.compositions[compositionId];
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const library = composition.getLibrary();
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// One more loading step as part of loading this library is loading the
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// images it uses for sprites.
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//
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// TODO: I guess the manifest has these too, so we could put them in preload
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// meta tags to get them here faster?
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const librarySrcDir = libraryUrl.split("/").slice(0, -1).join("/");
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const manifestImages = new Map(
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library.properties.manifest.map(({ id, src }) => [
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id,
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loadImage(librarySrcDir + "/" + src),
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]),
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);
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await Promise.all(manifestImages.values());
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// Finally, once we have the images loaded, the library object expects us to
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// mutate it (!) to give it the actual image and sprite sheet objects from
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// the loaded images. That's how the MovieClip's internal JS objects will
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// access the loaded data!
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const images = composition.getImages();
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for (const [id, image] of manifestImages.entries()) {
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images[id] = await image;
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}
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const spriteSheets = composition.getSpriteSheet();
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for (const { name, frames } of library.ssMetadata) {
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const image = await manifestImages.get(name);
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spriteSheets[name] = new window.createjs.SpriteSheet({
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images: [image],
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frames,
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});
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}
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return library;
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}
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function buildMovieClip(library) {
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let constructorName;
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try {
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const fileName = decodeURI(libraryUrl).split("/").pop();
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const fileNameWithoutExtension = fileName.split(".")[0];
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constructorName = fileNameWithoutExtension.replace(/[ -]/g, "");
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if (constructorName.match(/^[0-9]/)) {
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constructorName = "_" + constructorName;
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}
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} catch (e) {
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throw new Error(
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`Movie libraryUrl ${JSON.stringify(libraryUrl)} did not match expected ` +
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`format: ${e.message}`,
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);
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}
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const LibraryMovieClipConstructor = library[constructorName];
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if (!LibraryMovieClipConstructor) {
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throw new Error(
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`Expected JS movie library ${libraryUrl} to contain a constructor ` +
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`named ${constructorName}, but it did not: ${Object.keys(library)}`,
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);
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}
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const movieClip = new LibraryMovieClipConstructor();
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return movieClip;
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}
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function updateStage() {
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try {
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stage.update();
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} catch (e) {
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// If rendering the frame fails, log it and proceed. If it's an
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// animation, then maybe the next frame will work? Also alert the user,
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// just as an FYI. (This is pretty uncommon, so I'm not worried about
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// being noisy!)
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if (!hasLoggedRenderError) {
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console.error(`Error rendering movie clip ${libraryUrl}`, e);
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// TODO: Inform user about the failure
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hasLoggedRenderError = true;
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}
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}
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}
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function updateCanvasDimensions() {
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// Set the canvas's internal dimensions to be higher, if the device has high
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// DPI. Scale the movie clip to match, too.
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const internalWidth = canvas.offsetWidth * window.devicePixelRatio;
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const internalHeight = canvas.offsetHeight * window.devicePixelRatio;
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canvas.width = internalWidth;
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canvas.height = internalHeight;
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movieClip.scaleX = internalWidth / library.properties.width;
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movieClip.scaleY = internalHeight / library.properties.height;
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}
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async function startMovie() {
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// Load the movie's library (from the JS file already run), and use it to
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// build a movie clip.
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library = await getLibrary();
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movieClip = buildMovieClip(library);
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updateCanvasDimensions();
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if (canvas.getContext("2d") == null) {
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console.warn(`Out of memory, can't use canvas for ${libraryUrl}.`);
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// TODO: "Too many animations!"
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return;
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}
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stage = new window.createjs.Stage(canvas);
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stage.addChild(movieClip);
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updateStage();
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loadingStatus = "loaded";
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canvas.setAttribute("data-status", "loaded");
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updateAnimationState();
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}
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function updateAnimationState() {
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const shouldRunAnimations =
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loadingStatus === "loaded" && playingStatus === "playing";
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if (shouldRunAnimations && frameRequestId == null) {
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lastFrameTime = document.timeline.currentTime;
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lastLogTime = document.timeline.currentTime;
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numFramesSinceLastLog = 0;
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documentHiddenSinceLastFrame = document.hidden;
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frameRequestId = requestAnimationFrame(onAnimationFrame);
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} else if (!shouldRunAnimations && frameRequestId != null) {
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cancelAnimationFrame(frameRequestId);
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lastFrameTime = null;
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lastLogTime = null;
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numFramesSinceLastLog = 0;
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documentHiddenSinceLastFrame = false;
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frameRequestId = null;
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}
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}
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function onAnimationFrame() {
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const targetFps = library.properties.fps;
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const msPerFrame = 1000 / targetFps;
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const msSinceLastFrame = document.timeline.currentTime - lastFrameTime;
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const msSinceLastLog = document.timeline.currentTime - lastLogTime;
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// If it takes too long to render a frame, cancel the movie, on the
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// assumption that we're riding the CPU too hard. (Some movies do this!)
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//
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// But note that, if the page is hidden (e.g. the window is not visible),
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// it's normal for the browser to pause animations. So, if we detected that
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// the document became hidden between this frame and the last, no
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// intervention is necesary.
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if (msSinceLastFrame >= 2000 && !documentHiddenSinceLastFrame) {
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pause();
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console.warn(`Paused movie for taking too long: ${msSinceLastFrame}ms`);
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// TODO: Display message about low FPS, and sync up to the parent.
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return;
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}
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if (msSinceLastFrame >= msPerFrame) {
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updateStage();
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lastFrameTime = document.timeline.currentTime;
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// If we're a little bit late to this frame, probably because the frame
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// rate isn't an even divisor of 60 FPS, backdate it to what the ideal time
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// for this frame *would* have been. (For example, without this tweak, a
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// 24 FPS animation like the Floating Negg Faerie actually runs at 20 FPS,
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// because it wants to run every 41.66ms, but a 60 FPS browser checks in
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// every 16.66ms, so the best it can do is 50ms. With this tweak, we can
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// *pretend* we ran at 41.66ms, so that the next frame timing correctly
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// takes the extra 9.33ms into account.)
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const msFrameDelay = msSinceLastFrame - msPerFrame;
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if (msFrameDelay < msPerFrame) {
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lastFrameTime -= msFrameDelay;
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}
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numFramesSinceLastLog++;
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}
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if (msSinceLastLog >= 5000) {
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const fps = numFramesSinceLastLog / (msSinceLastLog / 1000);
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console.debug(
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`${logPrefix} FPS: ${fps.toFixed(2)} (Target: ${targetFps})`,
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);
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lastLogTime = document.timeline.currentTime;
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numFramesSinceLastLog = 0;
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}
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frameRequestId = requestAnimationFrame(onAnimationFrame);
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documentHiddenSinceLastFrame = document.hidden;
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}
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// If `document.hidden` becomes true at any point, log it for the next
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// animation frame. (The next frame will reset the state, as will starting or
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// stopping the animation.)
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document.addEventListener("visibilitychange", () => {
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if (document.hidden) {
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documentHiddenSinceLastFrame = true;
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}
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});
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function play() {
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playingStatus = "playing";
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updateAnimationState();
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}
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function pause() {
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playingStatus = "paused";
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updateAnimationState();
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}
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function getInitialPlayingStatus() {
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const params = new URLSearchParams(document.location.search);
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if (params.has("playing")) {
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return "playing";
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} else {
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return "paused";
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}
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}
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window.addEventListener("resize", () => {
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updateCanvasDimensions();
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// Redraw the stage with the new dimensions - but with `tickOnUpdate` set
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// to `false`, so that we don't advance by a frame. This keeps us
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// really-paused if we're paused, and avoids skipping ahead by a frame if
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// we're playing.
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stage.tickOnUpdate = false;
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updateStage();
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stage.tickOnUpdate = true;
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});
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window.addEventListener("message", ({ data }) => {
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// NOTE: For more sensitive messages, it's important for security to also
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// check the `origin` property of the incoming event. But in this case, I'm
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// okay with whatever site is embedding us being able to send play/pause!
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if (data.type === "play") {
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play();
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} else if (data.type === "pause") {
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pause();
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} else {
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throw new Error(`unexpected message: ${JSON.stringify(data)}`);
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}
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});
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2024-07-03 20:15:35 -07:00
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startMovie()
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.then(() => {
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parent.postMessage(
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{ type: "status", status: "loaded" },
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document.location.origin,
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);
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})
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.catch((error) => {
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console.error(logPrefix, error);
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loadingStatus = "error";
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parent.postMessage(
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{ type: "status", status: "error" },
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document.location.origin,
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);
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2024-07-03 19:50:41 -07:00
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2024-07-03 20:15:35 -07:00
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// If loading the movie fails, show the fallback image instead, by moving
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// it out of the canvas content and into the body.
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document.body.appendChild(document.getElementById("fallback"));
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console.warn("Showing fallback image instead.");
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});
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