console
var box = document.getElementById('box'), // the box
boxPos = 10, // the box's position
limit = 300; // how far the box can go before it switches direction
function draw() {
box.style.left = boxPos + 'px';
}
// Re-adjust the velocity now that it's not dependent on FPS
var boxVelocity = 0.08,
delta = 0;
function update(delta) { // new delta parameter
boxPos += boxVelocity * delta; // velocity is now time-sensitive
// Switch directions if we go too far
if (boxPos >= limit || boxPos <= 0) boxVelocity = -boxVelocity;
}
var lastFrameTimeMs = 0, // The last time the loop was run
maxFPS = 60; // The maximum FPS we want to allow
// We want to simulate 1000 ms / 60 FPS = 16.667 ms per frame every time we run update()
var timestep = 1000 / 60;
function mainLoop(timestamp) {
// Throttle the frame rate.
if (timestamp < lastFrameTimeMs + (1000 / maxFPS)) {
requestAnimationFrame(mainLoop);
return;
}
// Track the accumulated time that hasn't been simulated yet
delta += timestamp - lastFrameTimeMs; // note += here
lastFrameTimeMs = timestamp;
// Simulate the total elapsed time in fixed-size chunks
while (delta >= timestep) {
update(timestep);
delta -= timestep;
}
draw();
requestAnimationFrame(mainLoop);
}
// Start things off
requestAnimationFrame(mainLoop);
<div id="box"></div>
#box {
background-color: red;
height: 50px;
left: 150px;
position: absolute;
top: 10px;
width: 50px;
}