📜  renderstepped roblox (1)

📅  最后修改于: 2023-12-03 15:19:48.314000             🧑  作者: Mango

RenderStepped Roblox

RenderStepped Roblox is a step event that fires every time the engine is drawing a frame. It can be used to perform calculations and updates between each frame. This can be useful for a variety of applications like animations, physics, and user input.

Usage

To use RenderStepped Roblox, you simply create a function and connect it to the RenderStepped event. You can do this using the RunService module.

local RunService = game:GetService("RunService")

local function onRenderStep()
	-- code to run every frame
end

RunService.RenderStepped:Connect(onRenderStep)
Example

Here is an example of how RenderStepped Roblox can be used to create a bouncing ball animation.

local ball = script.Parent

local velocity = Vector3.new(0, 0, 0)
local gravity = Vector3.new(0, -9.8, 0)
local timeStep = 1/60

local function onRenderStep(deltaTime)
	local frameVelocity = velocity + (gravity * deltaTime)
	local framePosition = ball.Position + (frameVelocity * deltaTime)

	if framePosition.y <= ball.Size.y / 2 then
		frameVelocity = Vector3.new(frameVelocity.x, -frameVelocity.y/2, frameVelocity.z)
		framePosition = Vector3.new(framePosition.x, ball.Size.y / 2, framePosition.z)
	end

	velocity = frameVelocity
	ball.Position = framePosition
end

game:GetService("RunService").RenderStepped:Connect(onRenderStep)
Explanation

In this example, we create a ball object and define some variables that we will use for the physics simulation. velocity represents the ball's current speed and direction, gravity is the force that pulls the ball down towards the ground, and timeStep is the amount of time that has passed since the last frame.

In the onRenderStep function, we first calculate the frameVelocity and framePosition based on the current velocity, gravity, and deltaTime. We then check if the ball has hit the ground by comparing the framePosition to the bottom of the ball. If it has hit the ground, we reverse the y component of the frameVelocity to simulate a bounce and set the framePosition to be just above the ground.

Finally, we update the velocity and ball.Position variables with the new values for this frame. This way, the animation will continue to play and the ball will bounce indefinitely.