benchmark/birds_fly.spritejs.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no" />
<title>Birds Flying</title>
<style>
*{
-webkit-touch-callout: auto; /* prevent callout to copy image, etc when tap to hold */
-webkit-text-size-adjust: none; /* prevent webkit from resizing text to fit */
-webkit-tap-highlight-color: rgba(0,0,0,0); /* make transparent link selection, adjust last value opacity 0 to 1.0 */
-webkit-user-select:none;
}
html,body {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
max-width: 500px;
}
canvas {
width: 400px;
height: 400px;
}
</style>
</head>
<body>
<div>fps: <span id="fps">--</span> | sprites: <span id="spriteCount">1</span></div>
<canvas id="paper" width="800" height="800"></canvas>
<script src="https://s3.ssl.qhres.com/!ed7dc4fe/animator-0.3.2.js"></script>
<!-- <script src="js/animator-dev.js"></script> -->
<!-- <script src="https://unpkg.com/sprite-core/dist/sprite-core.min.js"></script> -->
<script src="/js/sprite-core.js"></script>
<script>
const Sprite = spritejs.Sprite;
const Layer = spritejs.Layer;
const context = document.getElementById('paper').getContext('2d');
const fglayer = new Layer({context, autoRender: false});
const birdTexture = new Image();
birdTexture.crossOrigin = 'anonymous';
birdTexture.src = 'https://p.ssl.qhimg.com/d/inn/c886d09f/birds.png';
const axisZero = [400, 400];
function pointAdd(p1, p2 = [0, 0]) {
return [p1[0] + p2[0], p1[1] + p2[1]].map(Math.round);
}
function pointSub(p1, p2 = [0, 0]) {
return [p1[0] - p2[0], p1[1] - p2[1]].map(Math.round);
}
function sleep(time) {
return new Promise(resolve => setTimeout(resolve, time));
}
async function randomAnimate(bird) {
const birdPoint = bird.attr('pos');
const randomArc = Math.random() * 2 * Math.PI;
const randomPoint = pointAdd([350 * Math.cos(randomArc),
350 * Math.sin(randomArc)], axisZero);
const dist = pointSub(randomPoint, birdPoint);
const distance = Math.round(Math.sqrt(dist[0] * dist[0] + dist[1] * dist[1]));
const flip = dist[0] < 0 ? -1 : 1;
const duration = 5 * distance + 100;
bird.attr('scale', [flip, 1]); // scale 放在外面,触发缓存
const anim = new Animator(duration, (p) => {
const pos = pointAdd(birdPoint, [p * dist[0], p * dist[1]]);
bird.attr({pos});
});
await anim.animate();
// const anim = bird.animate([
// {pos: birdPoint},
// {pos: pointAdd(birdPoint, dist)}
// ], {
// duration,
// fill: "forwards",
// })
// await anim.finished
await sleep(500);
}
let birdCount = 0;
const wings = [[2, 126, 86, 60], [2, 64, 86, 60], [2, 2, 86, 60]];
async function addBird() {
spriteCount.innerHTML = ++birdCount;
const bird = new Sprite();
bird.attr({
textures: [{image: birdTexture, srcRect: wings[0]}],
anchor: [0.5, 0.5],
pos: axisZero,
size: [86, 60],
// bgcolor: 'red',
});
window.bird = bird;
fglayer.appendChild(bird);
// let idx = 0;
// setInterval(() => {
// bird.textures = [{image: birdTexture, srcRect: wings[idx++ % 3]}];
// }, 100);
// noprotect
do {
await randomAnimate(bird);
} while(1);
}
birdTexture.onload = function () {
addBird();
requestAnimationFrame(function f() {
if(birdCount < 600) {
addBird();
}
fglayer.draw();
requestAnimationFrame(f);
});
};
// 显示 fps ,注意,因为本框架采用的是非定时渲染,即只有 sprite 有更新时才渲染
// 所以所有精灵不运动的时候 fps 也会降下来
setInterval(() => {
fps.innerHTML = fglayer.fps;
}, 1000);
</script>
</body>
</html>