Book Image

React Native Blueprints

By : Emilio Rodriguez Martinez
Book Image

React Native Blueprints

By: Emilio Rodriguez Martinez

Overview of this book

Considering the success of the React framework, Facebook recently introduced a new mobile development framework called React Native. With React Native's game-changing approach to hybrid mobile development, you can build native mobile applications that are much more powerful, interactive, and faster by using JavaScript This project-based guide takes you through eight projects to help you gain a sound understanding of the framework and helps you build mobile apps with native user experience. Starting with a simple standalone groceries list app, you will progressively move on to building advanced apps by adding connectivity with external APIs, using native features, such as the camera or microphone, in the mobile device, integrating with state management libraries such as Redux or MobX, or leveraging React Native’s performance by building a full-featured game. This book covers the entire feature set of React Native, starting from the simplest (layout or navigation libraries) to the most advanced (integration with native code) features. By the end of this book, you’ll be able to build professional Android and iOS applications using React Native.
Table of Contents (15 chapters)
Title Page
Credits
About the Author
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface

GameContainer


GameContainer is responsible for starting up the game once the user taps the screen. It will do this using requestAnimationFrame()--one of the custom timers implemented in React Native. 

requestAnimationFrame() is similar to setTimeout(), but the former will fire after all the frame has flushed, whereas the latter will fire as quickly as possible (over 1000x per second on a iPhone 5S); therefore, requestAnimationFrame() is more suited for animated games as it deals only with frames.

As happens with most animated games, we need to create a loop to animate the sprites in the screen by calculating the next position of each element on each frame. This loop will be created by a function named nextFrame() inside our GameContainer:

nextFrame() {
if (this.props.gameOver) return;
    var elapsedTime = new Date() - this.time;
    this.time = new Date();
    this.props.tick(elapsedTime);
this.animationFrameId = 
      requestAnimationFrame(this.nextFrame.bind(this));
}

This function will...