UNPKG

micro-fps

Version:

A super lightweight fps meter, with near zero overhead

113 lines (67 loc) 3.92 kB
# micro-fps ![Node](https://img.shields.io/node/v/micro-fps.svg?style=flat-square) [![NPM](https://img.shields.io/npm/v/micro-fps.svg?style=flat-square)](https://www.npmjs.com/package/micro-fps) [![Travis](https://img.shields.io/travis/victornpb/micro-fps/master.svg?style=flat-square)](https://travis-ci.org/victornpb/micro-fps) [![David](https://img.shields.io/david/victornpb/micro-fps.svg?style=flat-square)](https://david-dm.org/victornpb/micro-fps) [![Coverage Status](https://img.shields.io/coveralls/victornpb/micro-fps.svg?style=flat-square)](https://coveralls.io/github/victornpb/micro-fps) [![NPM](https://img.shields.io/npm/dt/micro-fps.svg?style=flat-square)](https://www.npmjs.com/package/micro-fps) > A super lightweight fps meter, with near zero overhead *createFpsMeter* is a function factory, it returns a new meter. But why not a class? Last time I checked, accessing instance properties was slower than accessing variables on a near closure. ### Usage JS fiddle Example: https://jsfiddle.net/Victornpb/g8pra2a6/ ```js import microFps from 'micro-fps'; ``` const REFRESH_RATE = 2; //update twice a second const fpsTick = createFpsMeter(info=>{ fps_div.innerHTML = info.fps.toFixed(2); console.log(info); }, REFRESH_RATE); Then call the returned function on every frame of your loop //game loop setInterval(function loop(){ fpsTick(); //do stuff }, 1000/60); Callback info object | property | type | description | |----------|---------|-------------------------------------------------------| | fps | float | The calculated frames per second | | jitter | float | The absolute difference since the last calculated fps | | elapsed | float | Milliseconds ellapsed since the last computation | | frames | integer | Number of frames since the last computation | | trigger | float | Next computation will happen at this amount of frames | ### Installation Install via [yarn](https://github.com/yarnpkg/yarn) yarn add micro-fps (--dev) or npm npm install micro-fps (--save-dev) ### configuration You can pass in extra options as a configuration object (➕ required, ➖ optional, ✏️ default). ```js import microFps from 'micro-fps'; ``` ➖ **property** ( type ) ` ✏️ default ` <br/> 📝 description <br/> ❗️ warning <br/> ℹ️ info <br/> 💡 example ### methods #### #name ```js microFps ``` ### Examples See [`example`](example/script.js) folder or the [runkit](https://runkit.com/victornpb/micro-fps) example. ### Builds If you don't use a package manager, you can [access `micro-fps` via unpkg (CDN)](https://unpkg.com/micro-fps/), download the source, or point your package manager to the url. `micro-fps` is compiled as a collection of [CommonJS](http://webpack.github.io/docs/commonjs.html) modules & [ES2015 modules](http://www.2ality.com/2014/0 -9/es6-modules-final.html) for bundlers that support the `jsnext:main` or `module` field in package.json (Rollup, Webpack 2) The `micro-fps` package includes precompiled production and development [UMD](https://github.com/umdjs/umd) builds in the [`dist/umd` folder](https://unpkg.com/micro-fps/dist/umd/). They can be used directly without a bundler and are thus compatible with many popular JavaScript module loaders and environments. You can drop a UMD build as a [`<script>` tag](https://unpkg.com/micro-fps) on your page. The UMD builds make `micro-fps` available as a `window.microFps` global variable. ### License The code is available under the [MIT](LICENSE) license. ### Contributing We are open to contributions, see [CONTRIBUTING.md](CONTRIBUTING.md) for more info. ### Misc This module was created using [generator-module-boilerplate](https://github.com/duivvv/generator-module-boilerplate).