The timer itself is a CSS animation with 1000 keyframes evenly spread, that runs once for 999s (just realized it should be running for 1000s, oops!). I can't link to lines in the source code because of the 1.23MB filesize but you can search for "timer" in the raw source to see the relevant code: https://raw.githubusercontent.com/propjockey/css-sweeper/mas...
Here's the part that controls when the animation is running:
Though the design is responsive to the width of the window, I suspect you mean how slow it is: it's 1.23MB of HTML + CSS, and clicking anything causes almost everything to redraw. It's only a little laggy on my computer but the idea was to test the limits of what's possible and is expected! :)
Can't you simplify this by making each digit a separate animation, with the ones digit running at full speed, the tens digit running at 1/10th speed, and the hundreds digit running at 1/100th speed? Then you'd only need ten keyframe values.
If I understand this timer, is it true that after ~16.5 mins, the game would stop? Are you stopping at 1000 keyframes because of a hard limit or for performance or for?
Here's the part that controls when the animation is running:
Though the design is responsive to the width of the window, I suspect you mean how slow it is: it's 1.23MB of HTML + CSS, and clicking anything causes almost everything to redraw. It's only a little laggy on my computer but the idea was to test the limits of what's possible and is expected! :)Thank you for checking it out!