2017-10-16 88 views
0

如何通過觸摸與大量例如3000運動平穩

在我的Android平均元素得到平滑的運動組,運動發生在小混蛋中。

如果元素減少到10則移動平滑。

拼圖需要大量的物品。 用戶將能夠點擊並更改任何元素。因此,任何元素都可以有不同的外觀。 使用縮放,用戶可以同時看到所有內容。 下面是一個代碼的例子,其中生成3600個元素並處理組的移動事件。

樣品的編號:

main.lua

local composer = require("composer") 

composer.gotoScene("demo") 

demo.lua

local composer = require("composer") 
local scene = composer.newScene() 


local COUNT_ROWS = 60 
local COUNT_CELLS = 60 
local MARGIN_RECT = 3 
local RECT_SIZE = 30 

local viewGroup 
local rectsPreferenses = {} 

local cretateRectsGroup 
, initRectsPrefs 
, onTouch 
, scalePropByWidthHeight 


function scene:create(event) 
    self.sceneGroup = self.view 
    local bg = display.newRect(display.screenOriginX, display.screenOriginY, display.actualContentWidth, display.actualContentHeight) 
    bg.anchorX = 0 
    bg.anchorY = 0 
    bg:setFillColor(1,1,0) 
    self.sceneGroup:insert(bg) 
end 

function scene:destroy(event) 

end 

function scene:show(event) 
    if event.phase == "will" then 
     viewGroup = cretateRectsGroup(self.sceneGroup) 

     local maxWidth = display.actualContentWidth 
     local maxHeight = display.actualContentWidth 
     local initScale = scalePropByWidthHeight(viewGroup, {height = maxHeight, width = maxWidth}) 

     viewGroup.xScale = initScale 
     viewGroup.yScale = initScale 

    elseif event.phase == "did" then 

    end 

end 

function scene:hide(event) 

end 

function cretateRectsGroup(sceneGroup) 
    local group = display.newGroup() 
    group.x = display.actualContentWidth/2 + display.screenOriginX 
    group.y = display.actualContentHeight/2 + display.screenOriginY 
    group.anchorChildren = true 

    local bgW = COUNT_ROWS*RECT_SIZE + COUNT_ROWS*MARGIN_RECT 
    local bgH = COUNT_CELLS*RECT_SIZE + COUNT_CELLS*MARGIN_RECT 
    local bg = display.newRect(0, 0, bgW, bgH) 
    bg.anchorX = 0 
    bg.anchorY = 0 
    bg:setFillColor(0,1,0) 
    bg:addEventListener("touch", onTouch) 
    group:insert(bg) 

    initRectsPrefs(0,0) 
    for i=1, #rectsPreferenses do 

     local rectPref = rectsPreferenses[i] 
     local rect = display.newRect(0, 0, rectPref.width, rectPref.height) 
     rect.anchorX = 0 
     rect.anchorY = 0 
     rect.x = rectPref.x 
     rect.y = rectPref.y 
     rect:setFillColor(rectPref.fillColor[1], rectPref.fillColor[2], rectPref.fillColor[3]) 
     group:insert(rect) 
    end 

    sceneGroup:insert(group) 
    return group 
end 

function initRectsPrefs(x, y) 
    local index = 0 
    local curX = x 
    local curY = y 

    math.randomseed(os.time()) 
    local rand = math.random 
    for i=1, COUNT_ROWS do 
     curX = x 
     for j=1, COUNT_CELLS do 
      index = index + 1 
      local r = rand() 
      local g = rand() 
      local b = rand() 
      local optRect = { 
        id = index 
       , x = curX 
       , y = curY 
       , width = RECT_SIZE 
       , height = RECT_SIZE 
       , fillColor = {r, g, b} 
      } 
      rectsPreferenses[index] = optRect 
      curX = curX + RECT_SIZE + MARGIN_RECT 
     end 
      curY = curY + RECT_SIZE + MARGIN_RECT 
    end 
end 

function onTouch(event) 
    local group = event.target.parent 
    local newTouchX, newTouchY = event.x, event.y 

    if (event.phase == "began") or (group.lastTouchPosX == nil) or (group.lastTouchPosY == nil) then 
     group.lastTouchPosX = newTouchX 
     group.lastTouchPosY = newTouchY 
     return 
    end 
    if (event.phase == "ended") or (event.phase == "cancelled") then 
     group.lastTouchPosX = nil 
     group.lastTouchPosY = nil 
     return 
    end 

    local deltaX = (newTouchX - group.lastTouchPosX) 
    local deltaY = (newTouchY - group.lastTouchPosY) 
    group.x = group.x + deltaX 
    group.y = group.y + deltaY 

    group.lastTouchPosX = newTouchX 
    group.lastTouchPosY = newTouchY 
end 

function scalePropByWidthHeight(target, targerTo) 
    local scale = 1 
    local scaleSize = target.width 
    if target.height > target.width then 
     scaleSize = target.height 
    end 

    if (scaleSize/targerTo.width > scaleSize/targerTo.height) then 
     scale = targerTo.width/scaleSize 
    else 
     scale = targerTo.height/scaleSize 
    end 

    return scale 
end 

scene:addEventListener("create", scene) 
scene:addEventListener("show", scene) 
scene:addEventListener("hide", scene) 
scene:addEventListener("destroy", scene) 

return scene 

回答

0

發現使用輸出到紋理這一問題的解決方案。

texture = graphics.newTexture({type="canvas", width=textureW, height=textureH}) 
local imgTexture = display.newImageRect(group, texture.filename, texture.baseDir, textureW, textureH) 
texture:draw(textureGroup)  
texture:invalidate({source="cache", accumulate=false}) 

demo.lua:

local composer = require("composer") 
local scene = composer.newScene() 


local COUNT_ROWS = 60 
local COUNT_CELLS = 60 
local MARGIN_RECT = 3 
local RECT_SIZE = 30 

local viewGroup 
local rectsPreferenses = {} 

local cretateRectsGroup 
, initRectsPrefs 
, onTouch 
, scalePropByWidthHeight 


function scene:create(event) 
    self.sceneGroup = self.view 
    local bg = display.newRect(display.screenOriginX, display.screenOriginY, display.actualContentWidth, display.actualContentHeight) 
    bg.anchorX = 0 
    bg.anchorY = 0 
    bg:setFillColor(1,1,0) 
    self.sceneGroup:insert(bg) 
end 

function scene:destroy(event) 
    if self.sceneGroup.texture then 
     self.sceneGroup.texture:removeSelf() 
    end 
end 

function scene:show(event) 
    if event.phase == "will" then 
     viewGroup = cretateRectsGroup(self.sceneGroup) 

     local maxWidth = display.actualContentWidth 
     local maxHeight = display.actualContentWidth 
     local initScale = scalePropByWidthHeight(viewGroup, {height = maxHeight, width = maxWidth}) 

     viewGroup.xScale = initScale 
     viewGroup.yScale = initScale 

    elseif event.phase == "did" then 

    end 

end 

function scene:hide(event) 

end 

function cretateRectsGroup(sceneGroup) 
    local group = display.newGroup() 
    group.x = display.actualContentWidth/2 + display.screenOriginX 
    group.y = display.actualContentHeight/2 + display.screenOriginY 
    group.anchorChildren = true 

    local bgW = COUNT_ROWS*RECT_SIZE + COUNT_ROWS*MARGIN_RECT 
    local bgH = COUNT_CELLS*RECT_SIZE + COUNT_CELLS*MARGIN_RECT 
    local bg = display.newRect(0, 0, bgW, bgH) 
    bg.anchorX = 0 
    bg.anchorY = 0 
    bg:setFillColor(0,1,0) 
    bg:addEventListener("touch", onTouch) 
    group:insert(bg) 

    local textureGroup = display.newGroup() 
    textureGroup.anchorX = 0 
    textureGroup.anchorY = 0 

    local bgTetxture = display.newRect(0, 0, bgW, bgH) 
    bgTetxture.anchorX = 0 
    bgTetxture.anchorY = 0 
    bgTetxture:setFillColor(0,1,0) 
    textureGroup:insert(bgTetxture) 

    initRectsPrefs(0,0) 
    for i=1, #rectsPreferenses do 

     local rectPref = rectsPreferenses[i] 
     local rect = display.newRect(0, 0, rectPref.width, rectPref.height) 
     rect.anchorX = 0 
     rect.anchorY = 0 
     rect.x = rectPref.x 
     rect.y = rectPref.y 
     rect:setFillColor(rectPref.fillColor[1], rectPref.fillColor[2], rectPref.fillColor[3]) 
     textureGroup:insert(rect) 
    end 


    local textureW = bgW 
    local textureH = bgH 
    local texture = graphics.newTexture({type="canvas", width=textureW, height=textureH}) 
    sceneGroup.texture = texture 
    local offsetZerroTextureX = -(textureW*0.5) 
    local offsetZerroTextureY = -(textureH*0.5) 

    local imgTexture = display.newImageRect(group, texture.filename, texture.baseDir, textureW, textureH) 
    sceneGroup.imgTexture = imgTexture 
    imgTexture.anchorX = 0 
    imgTexture.anchorY = 0 

    textureGroup.x = offsetZerroTextureX 
    textureGroup.y = offsetZerroTextureY 

    texture:draw(textureGroup)  
    texture:invalidate({source="cache", accumulate=false}) 
    return group 
end 

function initRectsPrefs(x, y) 
    local index = 0 
    local curX = x 
    local curY = y 

    math.randomseed(os.time()) 
    local rand = math.random 
    for i=1, COUNT_ROWS do 
     curX = x 
     for j=1, COUNT_CELLS do 
      index = index + 1 
      local r = rand() 
      local g = rand() 
      local b = rand() 
      local optRect = { 
        id = index 
       , x = curX 
       , y = curY 
       , width = RECT_SIZE 
       , height = RECT_SIZE 
       , fillColor = {r, g, b} 
      } 
      rectsPreferenses[index] = optRect 
      curX = curX + RECT_SIZE + MARGIN_RECT 
     end 
      curY = curY + RECT_SIZE + MARGIN_RECT 
    end 
end 

function onTouch(event) 
    local group = event.target.parent 
    local newTouchX, newTouchY = event.x, event.y 

    if (event.phase == "began") or (group.lastTouchPosX == nil) or (group.lastTouchPosY == nil) then 
     group.lastTouchPosX = newTouchX 
     group.lastTouchPosY = newTouchY 
     return 
    end 
    if (event.phase == "ended") or (event.phase == "cancelled") then 
     group.lastTouchPosX = nil 
     group.lastTouchPosY = nil 
     return 
    end 

    local deltaX = (newTouchX - group.lastTouchPosX) 
    local deltaY = (newTouchY - group.lastTouchPosY) 
    group.x = group.x + deltaX 
    group.y = group.y + deltaY 

    group.lastTouchPosX = newTouchX 
    group.lastTouchPosY = newTouchY 
end 

function scalePropByWidthHeight(target, targerTo) 
    local scale = 1 
    local scaleSize = target.width 
    if target.height > target.width then 
     scaleSize = target.height 
    end 

    if (scaleSize/targerTo.width > scaleSize/targerTo.height) then 
     scale = targerTo.width/scaleSize 
    else 
     scale = targerTo.height/scaleSize 
    end 

    return scale 
end 

scene:addEventListener("create", scene) 
scene:addEventListener("show", scene) 
scene:addEventListener("hide", scene) 
scene:addEventListener("destroy", scene) 

return scene