Slow down a loop or create an animation?

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I am creating a slot machine and I need to slow down the loops or create some sort of animation so I can see the images moving on the screen.

I have done several tests and looks like everything is working, I also included not necessary image changes during the process but nothing slow it down, I can only see the current and the last picture, despite the loop has run for over a thousand times.

function myFunction() {
  var i, dicepic;
  var itotal = ktotal = ltotal = jtotal = totalgeral = 0;
  var dice = Math.floor(Math.random() * 1000) + 1;

  for (i = 0; i < dice; i++) {
    itotal++;
    totalgeral++;

    var k;
    for (k = 1; k < 7; k++) {
      ktotal++;
      totalgeral++;
      document.getElementById("first-picture" + k).src = 'images/empire.jpg';
    }

    var l;
    for (l = 1; l < 7; l++) {
      ltotal++;
      totalgeral++;
      document.getElementById("first-picture" + l).src = 'images/black.jpg';
    }

    var j;
    for (j = 1; j < 7; j++) {
      jtotal++;
      totalgeral++;
      var dicepic = Math.floor(Math.random() * 11) + 1;
      document.getElementById("first-picture" + j).src = 'images/image' + dicepic + '.jpg';
      document.getElementById("vari1").innerHTML = "Value of i is: " + i;
      document.getElementById("vari2").innerHTML = "Value of Dice is: " + dice;
      document.getElementById("pic-code-" + j).innerHTML = "Code is: " + dicepic;
    }
  }

  document.getElementById("vari3").innerHTML = "Value of Dice is: " + dice;
  document.getElementById("loop-i").innerHTML = "Loop I: " + itotal;
  document.getElementById("loop-k").innerHTML = "Loop K: " + ktotal;
  document.getElementById("loop-l").innerHTML = "Loop L: " + ltotal;
  document.getElementById("loop-j").innerHTML = "Loop J: " + jtotal;
  document.getElementById("loops-total").innerHTML = "Total: " + totalgeral;
}

I would like to see the pictures changing with the impression they are spinning but just the first and the last picture show.

Any ideia will be greatly appreciated. I am learning so my code looks very simple and I still don't know how to use lots of features.

Not sure what loop to slow down but you could try to use setTimeout try something like this:

function myFunction() {

  var i, dicepic, duration = 0, interval = 1000;

  var itotal = ktotal = ltotal = jtotal = totalgeral = 0;

  var dice = Math.floor(Math.random() * 1000) + 1;

  for (i = 0; i < dice; i++) {

    itotal ++;
    totalgeral ++;

    var k;
      for (k = 1; k < 7; k++) {
        ktotal ++;
        totalgeral ++;
        setTimeout((function(){ this.src = 
'images/empire.jpg';}).bind(document.getElementById("first-picture" + k)), duration);
duration += interval;
      }

      var l;
      for (l = 1; l < 7; l++) {
        ltotal ++;
        totalgeral ++;
setTimeout((function(){ this.src = 
'images/black.jpg';}).bind(document.getElementById("first-picture" + l)), duration);
duration += interval;
      }

    var j;
    for (j = 1; j < 7; j++) {
      jtotal ++;
      totalgeral ++;
      var dicepic = Math.floor(Math.random() * 11) + 1;

setTimeout((function(){ 
this.el.src = this.pic;
document.getElementById("vari1").innerHTML = "Value of i is: " + this.i;
      document.getElementById("vari2").innerHTML = "Value of Dice is: " + 
this.dice;
      document.getElementById("pic-code-" + j).innerHTML = "Code is: " + 
this.dicepic;

}).bind({el:document.getElementById("first-picture" + j), pic: 'images/image' + 
dicepic + '.jpg', i: i, dice: dice, dicepic: dicepic}), duration);
duration += interval;

    }

  }
  document.getElementById("vari3").innerHTML = "Value of Dice is: " + 
dice;

  document.getElementById("loop-i").innerHTML = "Loop I: " + itotal;
  document.getElementById("loop-k").innerHTML = "Loop K: " + ktotal;
  document.getElementById("loop-l").innerHTML = "Loop L: " + ltotal;
  document.getElementById("loop-j").innerHTML = "Loop J: " + jtotal;
  document.getElementById("loops-total").innerHTML = "Total: " + 
totalgeral;
}

Understanding JavaScript's requestAnimationFrame() method for , How to slow down the animation and make it more stable? I try to use loop delay but there is conflict between the delay loop and requestAnimationFrame. I dont  Here are few simple to follow steps: Step 1: Simply right click on the video clip and then hit Time option. Further you need to choose "Time Remapping". Step 2: Your project must be containing two keyframes; one at the beginning portion and another by the end of layer. Step 3: Let, if you wish to

Instead of looping, which doesn’t guarantee control is given back to the rendering subprocess on each update, try using iterative function calls:

const YOUR_DELAY = 10;
function doTheThing(i) {
  if (i === 0) return;
  // step
  setTimeout(() => doTheThing(i - 1), YOUR_DELAY);
}

doTheThing(5);

How to slow down the animation?, Animation We can also create our own animation by using loops in a paint pixels to move each time thru loop count = 0; speed = 10000000; // slow down loop  Now when you use this piece of footage it will loop! This method is nice and easy, but it will only work for footage. Part 2: Looping Animation. Now let’s say you have a precomposed animation that you want to loop, you would have to approach this differently. Here are the steps: Right-click on the precomp and select Time > Enable Time Remapping.

You can use the code belwo to aniamate or call your function with FPS.

function AnimationLoop(fn, fps) {
    let now;
    let delta;
    let interval;
    let then = new Date().getTime();

    let frames;
    let oldtime = 0;

    return (function loop(time) {
        requestAnimationFrame(loop);

        interval = 1000 / (fps || 60);
        now = new Date().getTime();
        delta = now - then;
        if (delta > interval) {
            then = now - (delta % interval);
            frames = 1000 / (time - oldtime)
            oldtime = time;
            fn(frames);
        }
    }(0));
};

let counter = 10;
function countdown() {
    counter--;
    console.log(counter);
}

AnimationLoop(function(fps){
    countdown();
}, 1); // 1 is FPS, 1 Frame per Second, If you do it, 5 it will call your function 5 times in a second.

Java Applets: Interactive Programming, In this demo, I show my class how to stretch keyframes so that you can slow down a frame by Duration: 6:25 Posted: Sep 26, 2017 Hello, is there a way to slow down an entire loop. I don't want: while True: code code code time.sleep(1) because that's only pausing it for one second. I want the entire script slowed down as shown in this animation I made: https:/

Adobe Animate: How to Change the Speed of a Frame by Frame , Hi, i found the sequential example to make an animation and i wonder how can i slow down the animation without change the framerate. Is that possible ? here is the In the for loop say x+=2 ). Delay is not recommended. You can control the speed of your object-based animation playback, and you can choose to play your animation once or to repeat it. If you choose to repeat the animation, you can select one of three repetition modes: loop, loop backward, or swing. Loop repeats by jumping from the last animation frame to the beginning of your movie.

Slow down an animation - Coding Questions, How can I make it so that the animation stops slowing down and the looping occurs smoothly and seamlessly. Comment. Add comment. Open a Track View > Curve Editor. Select all the Keys for the rotation and click the Linear Keys button. To change the default key type, change the Default Keys button (bottom of the main Max window next to "Set Key") to Linear, tho note that this will affect ALL new keys which may not be what you want, so change it back afterwards.

How to create a seamless looping animation, without noticing when , Animation and Production Effects for DV and Film Jeff Foster moment and create a 1-second animation loop so we can study the bounce effect and the the highest point of the bounce, we'll slow down the animation at both ends of the loop. This argument is passed to PAUSE which I put in the main FOR loop that draws the comet. So you could do this, or simply put a pause(.1) in the FOR loops. If you are not comfortable modifying the MATLAB function, simply copy it to your current directory and modify the copy.

Comments
  • You have to give the browser time to actually render the changes. And that will only occur when the javascript stops executing. So if you do everything inside a loop, you'll only see the start and end states. You have to either use timeouts to schedule the changing of the pics, or use an animation. So I would write like a function that will start animating one of the slots and start it immediately, then start the other ones independantly every x seconds. Then when the last one stopped spinning, change to the final picture.
  • Thank you so much for your help. It does slow down the loop but unfortunatelly does not change the pictures, I believe something is wrong. Still trying to find out.
  • You're welcome. Make sure you have the right ids on images like <img id="first-picture1" /><img id="first-picture2" /> ... they way your code is you need to have 7 images.
  • I do have 11 images and 6 slots where I display them choosen randonly and it was working before but with your code this loop does not work. I will redo this part to see if I can find any mistakes there.
  • Your code is great, unfortunatelly only works with the same picture, I have tried everything but if I change the pictures it does not work,
  • Do you have sample code that I can work with. I can fix it for you.
  • Put the contents of any of your for loops in where I have // step. Call the function with 6.
  • Thanks a lot. It does work but becomes an infinite loop. I will have material to study for months, lol.
  • Thanks a lot. I am a bit confused. How do I call my function from inside your function?
  • Or do I use your function to return a delay for my function? I tried several ways and they don't work. Sorry for being a pain.
  • You see countdown function in my snippet. You write your function insted of my countdown function and you should to call your function inside AnimationLoop() function call, so you will be on it :)
  • It does work but I have no control of the function. It starts automatically when I load the page, I need that it waits until I click the buttom start. Not sure what I am doing wrong.
  • You can set a global variable, on top of your code for start = false;, if it false, don't call anything inside AnimationLoop function with if statement, if not, start.