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