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Adding a number to number results in NaN in my program. WHY?

I am trying to add secondsPassed to timePassed but when doing so I get NaN.

I can’t find anything wrong so why is timePassed = NaN when adding secondsPassed to it?

var secondsPassed = 0;
var oldTimeStamp = 0;
let fps;
var posX = 0, posY = 0;
var timePassed = 0.0;

setTimeout(gameLoop, 100);

function gameLoop(timeStamp){
    
    //seconds since last frame
    secondsPassed = (timeStamp - oldTimeStamp) / 1000;
    oldTimeStamp = timeStamp;
    
    // Move forward in time with a maximum amount
    secondsPassed = Math.min(secondsPassed, 0.1);
    
    //calculate fps
    fps = Math.round(1 / secondsPassed);
    
    //run game functions
    update(secondsPassed);
    
    
    //loop again
    window.requestAnimationFrame(gameLoop);
}

function update(secondsPassed){
    
    console.log(secondsPassed);
    timePassed += secondsPassed;
    console.log(timePassed);
    
    
    
    posX = 200 * timePassed;
    posY = 400;
    
}

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Answer

You don’t seem to pass timeStamp argument to gameLoop() function. Passing it fixes the issue. Also make sure, your oldTimeStamp is initialized.
+new Date() is a way to create a timestamp from Date object.

let secondsPassed;
let oldTimeStamp = +new Date() - (60*5);
let fps;
let frame;
let posX = 0, posY = 0;
let timePassed = 0;

setTimeout(gameLoop(+new Date()), 1000);

function update(secondsPassed){
    console.log("sec: " + secondsPassed);
    timePassed += secondsPassed;
    console.log("time: " + timePassed);
    
    posX = 200 * timePassed;
    posY = 400;
    
}

function gameLoop(timeStamp){
    
    //seconds since last frame
    secondsPassed = (timeStamp - oldTimeStamp) / 1000;
    oldTimeStamp = timeStamp;
    
    // Move forward in time with a maximum amount
    secondsPassed = Math.min(secondsPassed, 0.1);
    
    //calculate fps
    fps = Math.round(1 / secondsPassed);
    frame++;
    
    update(secondsPassed);
    //draw();
    //run game functions
    
    //loop again
    window.requestAnimationFrame(gameLoop);
}
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