I have a set interval function that seems to be running at 1500ms though it is set to 50ms. If you look at this script, it shrinks an element and shakes it a few degrees, I want it to run smoothly thought it is truly running at roughly ~1500ms. Any help? Changing the setInterval form 1000 to 500 has little to no effect and that trend continues as your continue to halve the value. I can't seem to find anything online on why this might be...
var rotated = false;
var height = 24.6;
var width = 15
var points = 0;
var cutvalw = 1;
var cutvalh = 1.64;
var val = 10;
document.querySelector("#box").addEventListener("click", function () {
width = width - cutvalw;
height = height - cutvalh;
var div = document.getElementById("box"),
deg = rotated ? 0 : 22;
div.style.webkitTransform = "rotate("+deg+"deg)";
div.style.mozTransform = "rotate("+deg+"deg)";
div.style.msTransform = "rotate("+deg+"deg)";
div.style.oTransform = "rotate("+deg+"deg)";
div.style.transform = "rotate("+deg+"deg)";
setTimeout(res, 140);
});
function res() {
var div = document.getElementById("box"),
deg = rotated ? 0 : 0;
div.style.webkitTransform = "rotate("+deg+"deg)";
div.style.mozTransform = "rotate("+deg+"deg)";
div.style.msTransform = "rotate("+deg+"deg)";
div.style.oTransform = "rotate("+deg+"deg)";
div.style.transform = "rotate("+deg+"deg)";
}
setInterval(gamerule, 50);
function gamerule() {
var div = document.getElementById("box");
div.style.width = width + "%";
div.style.height = height + "%";
if (width < 1) {
width = 15;
height = 24.6;
document.getElementById("cont").style.pointerEvents = "none";
setInterval(ser, 1000);
points++;
function ser() {
document.getElementById("cont").style.pointerEvents = "all";
}
}
}
setInterval(gamefunc, 500);
function gamefunc() {
if (val >= 10) {
width = width - .5;
height = height - .5;
var div = document.getElementById("box"),
deg = rotated ? 0 : 22;
div.style.webkitTransform = "rotate("+deg+"deg)";
div.style.mozTransform = "rotate("+deg+"deg)";
div.style.msTransform = "rotate("+deg+"deg)";
div.style.oTransform = "rotate("+deg+"deg)";
div.style.transform = "rotate("+deg+"deg)";
setTimeout(res, 140);
};
function res() {
var div = document.getElementById("box"),
deg = rotated ? 0 : 0;
div.style.webkitTransform = "rotate("+deg+"deg)";
div.style.mozTransform = "rotate("+deg+"deg)";
div.style.msTransform = "rotate("+deg+"deg)";
div.style.oTransform = "rotate("+deg+"deg)";
div.style.transform = "rotate("+deg+"deg)";
val = 9;
setTimeout(game, 1000);
function game() {
val = 10;
}
}
}
You might have an issue with your curly braces, but I can't quite tell what you're trying to do. The function "gameFunc" is actually creating a function called "res" on every execution, and only running the transformations if val is greater than or equal to 10. Naturally, creating a function doesn't actually execute the function, so that's probably why the interval doesn't appear to fire.
Perhaps:
setInterval(gamefunc, 500);
function gamefunc() {
if (val >= 10) {
width = width - .5;
height = height - .5;
var div = document.getElementById("box"),
deg = rotated ? 0 : 22;
div.style.webkitTransform = "rotate("+deg+"deg)";
div.style.mozTransform = "rotate("+deg+"deg)";
div.style.msTransform = "rotate("+deg+"deg)";
div.style.oTransform = "rotate("+deg+"deg)";
div.style.transform = "rotate("+deg+"deg)";
}
setTimeout(res, 140);
};
function res() {
var div = document.getElementById("box"),
deg = rotated ? 0 : 0;
div.style.webkitTransform = "rotate("+deg+"deg)";
div.style.mozTransform = "rotate("+deg+"deg)";
div.style.msTransform = "rotate("+deg+"deg)";
div.style.oTransform = "rotate("+deg+"deg)";
div.style.transform = "rotate("+deg+"deg)";
val = 9;
setTimeout(game, 1000);
}
function game() {
val = 10;
}
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