Install
openclaw skills install @ravenquasar/react-game-loopCreate custom React hooks in TypeScript for game loops and animations. Use when the user asks for a React hook, requestAnimationFrame integration, game loop pattern, or delta-time handling. Handles stale-closure safety, unmount cleanup, error resilience, and configurable parameters.
openclaw skills install @ravenquasar/react-game-loopProduction-ready custom React hooks for game loops and animations using requestAnimationFrame.
Copy the hook file into your project:
# From your skill directory
cp <skill-dir>/assets/hooks/useGameLoop.ts src/hooks/
<skill-dir>resolves to your OpenClaw skill installation directory.
requestAnimationFrame types in browser environment)This is a browser-only hook — it requires requestAnimationFrame, which is not available in Node.js or SSR environments.
useGameLoop(options)import { useGameLoop } from './hooks/useGameLoop';
Parameters:
| Option | Type | Default | Description |
|---|---|---|---|
onFrame | (deltaTime: number, elapsedTime: number) => void | — | Called every frame with delta (ms) and elapsed time (ms). Required. |
maxDeltaTime | number | 100 | Maximum delta clamp in ms. Prevents huge jumps after tab-switch or lag. |
Returns:
| Field | Type | Description |
|---|---|---|
start | () => void | Start the game loop |
stop | () => void | Stop the game loop |
isRunning | boolean | Current loop state |
Use useRef for callbacks/state read inside async/closure contexts (e.g. requestAnimationFrame, setInterval, event listeners). Always sync ref in useEffect.
const cbRef = useRef(onFrame);
useEffect(() => { cbRef.current = onFrame; }, [onFrame]);
Always return cleanup from useEffect. For RAF/intervals, store handle in ref and cancel on unmount.
useEffect(() => {
const id = requestAnimationFrame(tick);
return () => cancelAnimationFrame(id);
}, []);
Wrap user callbacks in try/catch so errors don't break internal loop state.
try {
callbackRef.current(delta, elapsed);
} catch (err) {
console.error('hook callback error:', err);
}
For game loops, clamp deltaTime to avoid huge jumps after tab-switch or lag spikes.
const delta = Math.min(rawDelta, maxDeltaTime);
See assets/examples/GameTimer.tsx for a complete usage example showing elapsed time and FPS display.
assets/hooks/useGameLoop.ts — requestAnimationFrame-based game loop with start/stop/isRunning controls, deltaTime clamping, and error resilienceassets/examples/GameTimer.tsx — basic usage example