fix your timestep javascript

JavaScript
var t = 0;
var dt = 0.01;

var currentTime;
var accumulator = 0;

var previousState = { x: 100, v: 0 };
var currentState = { x: 100, v: 0 };

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");

// start animation loop
requestAnimationFrame(animate);

function animate(newTime){
  requestAnimationFrame(animate);

  if (currentTime) {
    var frameTime = newTime - currentTime;
    if ( frameTime > 250 )
        frameTime = 250;
    accumulator += frameTime;

    while ( accumulator >= dt )
    {
        previousState = currentState;
        currentState = integrate( currentState, t, dt );
        t += dt;
        accumulator -= dt;
    }

    var alpha = accumulator / dt;
    var interpolatedPosition = currentState.x * alpha + previousState.x * (1 - alpha);

    render( interpolatedPosition );
  }

  currentTime = newTime;
}

// Move simulation forward
function integrate(state, time, fixedDeltaTime){
  var fixedDeltaTimeSeconds = fixedDeltaTime / 1000;
  var f = (200 - state.x) * 3;
  var v = state.v + f * fixedDeltaTimeSeconds;
  var x = state.x + v * fixedDeltaTimeSeconds;
  return { x: x, v: v };
}

// Render the scene
function render(position){
  // Clear
  ctx.fillStyle = 'white';
  ctx.fillRect(0,0,canvas.width,canvas.height);

  // Draw circle
  ctx.fillStyle = 'black';
  ctx.beginPath();
  ctx.arc(position,100,50,0,2*Math.PI);
  ctx.closePath();
  ctx.fill();
}
Source

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