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(function() {
function TemplateCanvasObject(stage)
{
// For the canvas stage, most likely you will need to create your
// animated object since it's only draw time thing.
// Fill in your object data.
}
TemplateCanvasObject.prototype = {
_draw: function()
{
// Draw your object.
},
animate: function(timeDelta)
{
// Redraw the animated object. The last time this animated
// item was drawn before 'timeDelta'.
// Move your object.
// Redraw your object.
this._draw();
}
};
TemplateCanvasStage = Utilities.createSubclass(Stage,
function()
{
Stage.call(this);
}, {
initialize: function(benchmark, options)
{
Stage.prototype.initialize.call(this, benchmark, options);
this.context = this.element.getContext("2d");
// Define a collection for your objects.
},
tune: function(count)
{
// If count is -ve, -count elements need to be removed form the
// stage. If count is +ve, +count elements need to be added to
// the stage.
// Change objects in the stage.
},
animate: function(timeDelta)
{
// Animate the elements such that all of them are redrawn. Most
// likely you will need to call TemplateCanvasObject.animate()
// for all your animated objects here.
// Most likely you will need to clear the canvas with every redraw.
this.context.clearRect(0, 0, this.size.x, this.size.y);
// Loop through all your objects and ask them to animate.
}
});
TemplateCanvasBenchmark = Utilities.createSubclass(Benchmark,
function(options)
{
Benchmark.call(this, new TemplateCanvasStage(), options);
}, {
// Override this function if the benchmark needs to wait for resources to be
// loaded.
//
// Default implementation returns a resolved promise, so that the benchmark
// benchmark starts right away. Here's an example where we're waiting 5
// seconds before starting the benchmark.
waitUntilReady: function()
{
var promise = new SimplePromise;
window.setTimeout(function() {
promise.resolve();
}, 5000);
return promise;
}
});
window.benchmarkClass = TemplateCanvasBenchmark;
})();