动画依赖于之前的动画
Animation depends on previous animations
我正在尝试设置节点动画,这取决于该节点以及其他节点之前的动画。
为了演示这个问题,我将使用一个简单的 Pane
和 4 Label
children:
主要class以及模型和视图class是:
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.CountDownLatch;
import javafx.animation.TranslateTransition;
import javafx.application.Application;
import javafx.beans.property.SimpleObjectProperty;
import javafx.beans.value.ChangeListener;
import javafx.geometry.Point2D;
import javafx.geometry.Pos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.util.Duration;
public final class Puzzle extends Application{
private Controller controller;
@Override
public void start(Stage stage) throws Exception {
controller = new Controller();
BorderPane root = new BorderPane(controller.getBoardPane());
root.setTop(controller.getControlPane());
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) { launch();}
}
class View{
private static final double size = 70;
private static Duration animationDuration = Duration.millis(600);
private int[][] cellModels;
private Node[][] cellNodes;
private CountDownLatch latch;
Button play = new Button("Play");
private Pane board, control = new HBox(play);;
View(Model model) {
cellModels = model.getCellModels();
cellNodes = new Node[cellModels.length][cellModels[0].length];
makeBoardPane();
((HBox) control).setAlignment(Pos.CENTER_RIGHT);
}
private void makeBoardPane() {
board = new Pane();
for (int row = 0; row < cellModels.length ; row ++ ) {
for (int col = 0; col < cellModels[row].length ; col ++ ) {
Label label = new Label(String.valueOf(cellModels[row][col]));
label.setPrefSize(size, size);
Point2D location = getLocationByRowCol(row, col);
label.setLayoutX(location.getX());
label.setLayoutY(location.getY());
label.setStyle("-fx-border-color:blue");
label.setAlignment(Pos.CENTER);
cellNodes[row][col] = label;
board.getChildren().add(label);
}
}
}
synchronized void updateCell(int id, int row, int column) {
if(latch !=null) {
try {
latch.await();
} catch (InterruptedException ex) { ex.printStackTrace();}
}
latch = new CountDownLatch(1);
Node node = getNodesById(id).get(0);
Point2D newLocation = getLocationByRowCol(row, column);
Point2D moveNodeTo = node.parentToLocal(newLocation );
TranslateTransition transition = new TranslateTransition(animationDuration, node);
transition.setFromX(0); transition.setFromY(0);
transition.setToX(moveNodeTo.getX());
transition.setToY(moveNodeTo.getY());
//set animated node layout to the translation co-ordinates:
//
transition.setOnFinished(ae -> {
node.setLayoutX(node.getLayoutX() + node.getTranslateX());
node.setLayoutY(node.getLayoutY() + node.getTranslateY());
node.setTranslateX(0);
node.setTranslateY(0);
latch.countDown();
});
transition.play();
}
private List<Node> getNodesById(int...ids) {
List<Node> nodes = new ArrayList<>();
for(Node node : board.getChildren()) {
if(!(node instanceof Label)) { continue; }
for(int id : ids) {
if(((Label)node).getText().equals(String.valueOf(id))) {
nodes.add(node);
break;
}
}
}
return nodes ;
}
private Point2D getLocationByRowCol(int row, int col) {
return new Point2D(size * col, size * row);
}
Pane getBoardPane() { return board; }
Pane getControlPane() { return control;}
Button getPlayBtn() {return play ;}
}
class Model{
private int[][] cellModels = new int[][] { {0,1}, {2,3} };
private SimpleObjectProperty<int[][]> cellModelsProperty =
cellModelsProperty = new SimpleObjectProperty<>(cellModels);
void addChangeListener(ChangeListener<int[][]> listener) {
cellModelsProperty.addListener(listener);
}
int[][] getCellModels() {
return (cellModelsProperty == null) ? null : cellModelsProperty.get();
}
void setCellModels(int[][] cellModels) {
cellModelsProperty.set(cellModels);
}
}
和控制器class:
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.scene.layout.Pane;
class Controller {
private View view ;
private Model model;
Controller() {
model = new Model();
model.addChangeListener(getModelCangeListener());//observe model changes
view = new View(model);
view.getPlayBtn().setOnAction( a -> shuffle()); //animation works fine
//view.getPlayBtn().setOnAction( a -> IntStream.
// range(0,4).forEach( (i)-> shuffle())); //messes the animation
}
private ChangeListener<int[][]> getModelCangeListener() {
return (ObservableValue<? extends int[][]> observable,
int[][] oldValue, int[][] newValue)-> {
for (int row = 0; row < newValue.length ; row++) {
for (int col = 0; col < newValue[row].length ; col++) {
if(newValue[row][col] != oldValue[row][col]) {
final int fRow = row, fCol = col;
new Thread( () -> view.updateCell(
newValue[fRow][fCol], fRow, fCol)).start();
}
}
}
};
}
void shuffle() {
int[][] modelData = model.getCellModels();
int rows = modelData.length, columns = modelData[0].length;
int[][] newModelData = new int[rows][columns];
for (int row = 0; row < rows ; row ++) {
for (int col = 0; col < columns ; col ++) {
int colIndex = ((col+1) < columns ) ? col + 1 : 0;
int rowIndex = ((col+1) < columns ) ? row : ((row + 1) < rows) ? row +1 : 0;
newModelData[row][col] = modelData[rowIndex][colIndex];
}
}
model.setCellModels(newModelData);
}
Pane getBoardPane() { return view.getBoardPane(); }
Pane getControlPane() { return view.getControlPane(); }
}
播放按钮处理程序更改模型数据(参见 shuffle()
),更改触发 ChangeListener
。 ChangeListener
通过在单独的线程上调用 view.updateCell(..)
为每个更改的标签设置动画。这一切都按预期工作。
当我尝试 运行 几个连续的模型更新 (shuffle()
) 时,问题就开始了。为了模拟它,我改变了
view.getPlayBtn().setOnAction( a -> shuffle());
与
view.getPlayBtn().setOnAction( a -> IntStream.range(0,4).forEach( (i)-> shuffle()));
这会弄乱动画(播放顺序错误并以错误的位置结束)。
这确实 而不是 令人惊讶:要正常工作,动画必须按特定顺序播放:标签应该 re-animated 只有在所有四个标签都完成了它们之前的动画之后。
代码 posted 运行s 每次在线程上更新,因此无法保证执行顺序。
我的问题是实现所需的多个节点和多个动画序列的正确方法是什么?
我查看了 SequentialTransition,但我无法弄清楚如何使用它来解决所讨论的问题。
我确实想出了一个解决方案,我将 post 作为答案,因为这个 post 的长度,而且我认为这个解决方案不好。
我提出的解决方案涉及控制更新线程的执行顺序。
为此,我通过实现基于 this 的内部 class 更改了控制器 class
所以回答。请参阅以下代码中的 UpdateView
。
我还修改了 getModelCangeListener()
以使用 UpdateView
:
import java.util.stream.IntStream;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.scene.layout.Pane;
class Controller {
private View view ;
private Model model;
private static int threadNumber = 0, threadAllowedToRun = 0;
private static final Object myLock = new Object();
Controller() {
model = new Model();
model.addChangeListener(getModelCangeListener());//observe model changes
view = new View(model);
view.getPlayBtn().setOnAction( a -> IntStream.
range(0,4).forEach( (i)-> shuffle()));
}
private ChangeListener<int[][]> getModelCangeListener() {
return (ObservableValue<? extends int[][]> observable,
int[][] oldValue, int[][] newValue)-> {
for (int row = 0; row < newValue.length ; row++) {
for (int col = 0; col < newValue[row].length ; col++) {
if(newValue[row][col] != oldValue[row][col]) {
final int fRow = row, fCol = col;
new Thread( new UpdateView(
newValue[fRow][fCol], fRow, fCol)).start();
}
}
}
};
}
private void shuffle() {
int[][] modelData = model.getCellModels();
int rows = modelData.length, columns = modelData[0].length;
int[][] newModelData = new int[rows][columns];
for (int row = 0; row < rows ; row ++) {
for (int col = 0; col < columns ; col ++) {
int colIndex = ((col+1) < columns ) ? col + 1 : 0;
int rowIndex = ((col+1) < columns ) ? row : ((row + 1) < rows) ? row +1 : 0;
newModelData[row][col] = modelData[rowIndex][colIndex];
}
}
model.setCellModels(newModelData);
}
Pane getBoardPane() { return view.getBoardPane(); }
Pane getControlPane() { return view.getControlPane(); }
//
class UpdateView implements Runnable {
private int id, row, col, threadID;
UpdateView(int id, int row, int col) {
this.id = id; this.row = row; this.col = col;
threadID = threadNumber++;
}
@Override
public void run() {
synchronized (myLock) {
while (threadID != threadAllowedToRun) {
try {
myLock.wait();
} catch (InterruptedException e) {}
}
view.updateCell(id, row, col);
threadAllowedToRun++;
myLock.notifyAll();
}
}
}
}
虽然这是一种可能的解决方案,但我认为基于 JavaFx 自己的工具的解决方案更可取。
您的代码不符合关注点分离原则。 (或者至少你做得不好。)
动画应该由视图和视图单独完成,而不是在控制器和视图之间协作。将调度动画的所有动画放在View
class.
SequentialTransition
可以将多个动画包装在一个按顺序播放的动画中,但控制器不应该关心这样做。
public class View {
private static final double SIZE = 70;
private static final Duration ANIMATION_DURATION = Duration.millis(600);
private final Map<Integer, Label> labelsById = new HashMap<>(); // stores labels by id
private final Button play = new Button("Play");
private Pane board;
private final HBox control;
private final Timeline animation;
private final LinkedList<ElementPosition> pendingAnimations = new LinkedList<>(); // stores parameter combination for update calls
private Node animatedNode;
public View(int[][] cellModels) { // we don't really need the whole model here
makeBoardPane(cellModels);
this.control = new HBox(play);
control.setAlignment(Pos.CENTER_RIGHT);
final DoubleProperty interpolatorValue = new SimpleDoubleProperty();
animation = new Timeline(
new KeyFrame(Duration.ZERO, evt -> {
ElementPosition ePos = pendingAnimations.removeFirst();
animatedNode = labelsById.get(ePos.id);
Point2D newLocation = getLocationByRowCol(ePos.row, ePos.column);
// create binding for layout pos
animatedNode.layoutXProperty().bind(
interpolatorValue.multiply(newLocation.getX() - animatedNode.getLayoutX())
.add(animatedNode.getLayoutX()));
animatedNode.layoutYProperty().bind(
interpolatorValue.multiply(newLocation.getY() - animatedNode.getLayoutY())
.add(animatedNode.getLayoutY()));
}, new KeyValue(interpolatorValue, 0d)),
new KeyFrame(ANIMATION_DURATION, evt -> {
interpolatorValue.set(1);
// remove bindings
animatedNode.layoutXProperty().unbind();
animatedNode.layoutYProperty().unbind();
animatedNode = null;
if (pendingAnimations.isEmpty()) {
// abort, if no more animations are pending
View.this.animation.stop();
}
}, new KeyValue(interpolatorValue, 1d)));
animation.setCycleCount(Animation.INDEFINITE);
}
private void makeBoardPane(int[][] cellModels) {
board = new Pane();
for (int row = 0; row < cellModels.length; row++) {
for (int col = 0; col < cellModels[row].length; col++) {
Point2D location = getLocationByRowCol(row, col);
int id = cellModels[row][col];
Label label = new Label(Integer.toString(id));
label.setPrefSize(SIZE, SIZE);
label.setLayoutX(location.getX());
label.setLayoutY(location.getY());
label.setStyle("-fx-border-color:blue");
label.setAlignment(Pos.CENTER);
labelsById.put(id, label);
board.getChildren().add(label);
}
}
}
private static class ElementPosition {
private final int id;
private final int row;
private final int column;
public ElementPosition(int id, int row, int column) {
this.id = id;
this.row = row;
this.column = column;
}
}
public void updateCell(int id, int row, int column) {
pendingAnimations.add(new ElementPosition(id, row, column));
animation.play();
}
private static Point2D getLocationByRowCol(int row, int col) {
return new Point2D(SIZE * col, SIZE * row);
}
public Pane getBoard() {
return board;
}
public Pane getControlPane() {
return control;
}
public Button getPlayBtn() {
return play;
}
}
降低复杂性的用法示例:
private int[][] oldValue;
@Override
public void start(Stage primaryStage) {
List<Integer> values = new ArrayList<>(Arrays.asList(0, 1, 2, 3));
oldValue = new int[][]{{0, 1}, {2, 3}};
View view = new View(oldValue);
Button btn = new Button("Shuffle");
btn.setOnAction((ActionEvent event) -> {
Collections.shuffle(values);
int[][] newValue = new int[2][2];
for (int i = 0; i < 2 * 2; i++) {
newValue[i / 2][i % 2] = values.get(i);
}
System.out.println(values);
for (int row = 0; row < newValue.length; row++) {
for (int col = 0; col < newValue[row].length; col++) {
if (newValue[row][col] != oldValue[row][col]) {
view.updateCell(newValue[row][col], row, col);
}
}
}
oldValue = newValue;
});
Scene scene = new Scene(new BorderPane(view.getBoard(), null, view.getControlPane(), btn, null));
primaryStage.setScene(scene);
primaryStage.show();
}
以下答案基于答案。我重构了它,将它分解成更小、更详细的 "pieces",这使它(对我而言)更容易理解。
我张贴它希望它也能帮助其他人。
import java.util.LinkedList;
import java.util.stream.IntStream;
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Point2D;
import javafx.geometry.Pos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.util.Duration;
public final class Puzzle extends Application{
private Controller controller;
@Override
public void start(Stage stage) throws Exception {
controller = new Controller();
BorderPane root = new BorderPane(controller.getBoardPane());
root.setTop(controller.getControlPane());
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) { launch();}
}
class Controller {
private View view ;
private Model model;
Controller() {
model = new Model();
model.addChangeListener(getModelCangeListener());//observe model changes
view = new View(model);
view.getPlayBtn().setOnAction( a -> IntStream.
range(0,4).forEach( (i)-> shuffle()));
}
private ChangeListener<int[][]> getModelCangeListener() {
return (ObservableValue<? extends int[][]> observable,
int[][] oldValue, int[][] newValue)-> {
for (int row = 0; row < newValue.length ; row++) {
for (int col = 0; col < newValue[row].length ; col++) {
if(newValue[row][col] != oldValue[row][col]) {
view.updateCell(newValue[row][col], row, col);
}
}
}
};
}
private void shuffle() {
int[][] modelData = model.getCellModels();
int rows = modelData.length, columns = modelData[0].length;
int[][] newModelData = new int[rows][columns];
for (int row = 0; row < rows ; row ++) {
for (int col = 0; col < columns ; col ++) {
int colIndex = ((col+1) < columns ) ? col + 1 : 0;
int rowIndex = ((col+1) < columns ) ? row : ((row + 1) < rows) ? row +1 : 0;
newModelData[row][col] = modelData[rowIndex][colIndex];
}
}
model.setCellModels(newModelData);
}
Pane getBoardPane() { return view.getBoardPane(); }
Pane getControlPane() { return view.getControlPane(); }
}
class View{
private final Timeline timeLineAnimation;// private final Timeline timeLineAnimation;
private final LinkedList<ElementPosition> pendingAnimations = new LinkedList<>(); // stores parameter combination for update calls
private static final Duration ANIMATION_DURATION = Duration.millis(600);
private static final double SIZE = 70;
private int[][] cellModels;
private final Button play = new Button("Play");
private Pane board, control = new HBox(play);
Node animatedNode;
View(Model model) {
cellModels = model.getCellModels();
makeBoardPane();
((HBox) control).setAlignment(Pos.CENTER_RIGHT);
timeLineAnimation = new TimeLineAnimation().get();
}
private void makeBoardPane() {
board = new Pane();
for (int row = 0; row < cellModels.length ; row ++ ) {
for (int col = 0; col < cellModels[row].length ; col ++ ) {
int id = cellModels[row][col];
Label label = new Label(String.valueOf(id));
label.setPrefSize(SIZE, SIZE);
Point2D location = getLocationByRowCol(row, col);
label.setLayoutX(location.getX());
label.setLayoutY(location.getY());
label.setStyle("-fx-border-color:blue");
label.setAlignment(Pos.CENTER);
label.setId(String.valueOf(id));
board.getChildren().add(label);
}
}
}
public void updateCell(int id, int row, int column) {
pendingAnimations.add(new ElementPosition(id, row, column));
timeLineAnimation.play();
}
private Node getNodeById(int id) {
return board.getChildren().filtered(n ->
Integer.valueOf(n.getId()) == id).get(0);
}
private Point2D getLocationByRowCol(int row, int col) {
return new Point2D(SIZE * col, SIZE * row);
}
Pane getBoardPane() { return board; }
Pane getControlPane() { return control;}
Button getPlayBtn() {return play ;}
private static class ElementPosition {
private final int id, row, column;
public ElementPosition(int id, int row, int column) {
this.id = id;
this.row = row;
this.column = column;
}
}
class TimeLineAnimation {
private final Timeline timeLineAnimation;
//value to be interpolated by time line
final DoubleProperty interpolatorValue = new SimpleDoubleProperty();
private Node animatedNode;
TimeLineAnimation() {
timeLineAnimation = new Timeline(getSartKeyFrame(), getEndKeyFrame());
timeLineAnimation.setCycleCount(Animation.INDEFINITE);
}
// a 0 duration event, used to do the needed setup for next key frame
private KeyFrame getSartKeyFrame() {
//executed when key frame ends
EventHandler<ActionEvent> onFinished = evt -> {
//protects against "playing" when no pending animations
if(pendingAnimations.isEmpty()) {
timeLineAnimation.stop();
return;
};
ElementPosition ePos = pendingAnimations.removeFirst();
animatedNode = getNodeById(ePos.id);
Point2D newLocation = getLocationByRowCol(ePos.row, ePos.column);
// bind x,y layout properties interpolated property interpolation effects
//both x and y
animatedNode.layoutXProperty().bind(
interpolatorValue.multiply(newLocation.getX() - animatedNode.getLayoutX())
.add(animatedNode.getLayoutX()));
animatedNode.layoutYProperty().bind(
interpolatorValue.multiply(newLocation.getY() - animatedNode.getLayoutY())
.add(animatedNode.getLayoutY()));
};
KeyValue startKeyValue = new KeyValue(interpolatorValue, 0d);
return new KeyFrame(Duration.ZERO, onFinished, startKeyValue);
}
private KeyFrame getEndKeyFrame() {
//executed when key frame ends
EventHandler<ActionEvent> onFinished =evt -> {
// remove bindings
animatedNode.layoutXProperty().unbind();
animatedNode.layoutYProperty().unbind();
};
KeyValue endKeyValue = new KeyValue(interpolatorValue, 1d);
return new KeyFrame(ANIMATION_DURATION, onFinished, endKeyValue);
}
Timeline get() { return timeLineAnimation; }
}
}
class Model{
private int[][] cellModels = new int[][] { {0,1}, {2,3} };
private SimpleObjectProperty<int[][]> cellModelsProperty =
cellModelsProperty = new SimpleObjectProperty<>(cellModels);
void addChangeListener(ChangeListener<int[][]> listener) {
cellModelsProperty.addListener(listener);
}
int[][] getCellModels() {
return (cellModelsProperty == null) ? null : cellModelsProperty.get();
}
void setCellModels(int[][] cellModels) { cellModelsProperty.set(cellModels);}
}
(将整个代码复制粘贴到运行中Puzzle.java)
我正在尝试设置节点动画,这取决于该节点以及其他节点之前的动画。
为了演示这个问题,我将使用一个简单的 Pane
和 4 Label
children:
主要class以及模型和视图class是:
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.CountDownLatch;
import javafx.animation.TranslateTransition;
import javafx.application.Application;
import javafx.beans.property.SimpleObjectProperty;
import javafx.beans.value.ChangeListener;
import javafx.geometry.Point2D;
import javafx.geometry.Pos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.util.Duration;
public final class Puzzle extends Application{
private Controller controller;
@Override
public void start(Stage stage) throws Exception {
controller = new Controller();
BorderPane root = new BorderPane(controller.getBoardPane());
root.setTop(controller.getControlPane());
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) { launch();}
}
class View{
private static final double size = 70;
private static Duration animationDuration = Duration.millis(600);
private int[][] cellModels;
private Node[][] cellNodes;
private CountDownLatch latch;
Button play = new Button("Play");
private Pane board, control = new HBox(play);;
View(Model model) {
cellModels = model.getCellModels();
cellNodes = new Node[cellModels.length][cellModels[0].length];
makeBoardPane();
((HBox) control).setAlignment(Pos.CENTER_RIGHT);
}
private void makeBoardPane() {
board = new Pane();
for (int row = 0; row < cellModels.length ; row ++ ) {
for (int col = 0; col < cellModels[row].length ; col ++ ) {
Label label = new Label(String.valueOf(cellModels[row][col]));
label.setPrefSize(size, size);
Point2D location = getLocationByRowCol(row, col);
label.setLayoutX(location.getX());
label.setLayoutY(location.getY());
label.setStyle("-fx-border-color:blue");
label.setAlignment(Pos.CENTER);
cellNodes[row][col] = label;
board.getChildren().add(label);
}
}
}
synchronized void updateCell(int id, int row, int column) {
if(latch !=null) {
try {
latch.await();
} catch (InterruptedException ex) { ex.printStackTrace();}
}
latch = new CountDownLatch(1);
Node node = getNodesById(id).get(0);
Point2D newLocation = getLocationByRowCol(row, column);
Point2D moveNodeTo = node.parentToLocal(newLocation );
TranslateTransition transition = new TranslateTransition(animationDuration, node);
transition.setFromX(0); transition.setFromY(0);
transition.setToX(moveNodeTo.getX());
transition.setToY(moveNodeTo.getY());
//set animated node layout to the translation co-ordinates:
//
transition.setOnFinished(ae -> {
node.setLayoutX(node.getLayoutX() + node.getTranslateX());
node.setLayoutY(node.getLayoutY() + node.getTranslateY());
node.setTranslateX(0);
node.setTranslateY(0);
latch.countDown();
});
transition.play();
}
private List<Node> getNodesById(int...ids) {
List<Node> nodes = new ArrayList<>();
for(Node node : board.getChildren()) {
if(!(node instanceof Label)) { continue; }
for(int id : ids) {
if(((Label)node).getText().equals(String.valueOf(id))) {
nodes.add(node);
break;
}
}
}
return nodes ;
}
private Point2D getLocationByRowCol(int row, int col) {
return new Point2D(size * col, size * row);
}
Pane getBoardPane() { return board; }
Pane getControlPane() { return control;}
Button getPlayBtn() {return play ;}
}
class Model{
private int[][] cellModels = new int[][] { {0,1}, {2,3} };
private SimpleObjectProperty<int[][]> cellModelsProperty =
cellModelsProperty = new SimpleObjectProperty<>(cellModels);
void addChangeListener(ChangeListener<int[][]> listener) {
cellModelsProperty.addListener(listener);
}
int[][] getCellModels() {
return (cellModelsProperty == null) ? null : cellModelsProperty.get();
}
void setCellModels(int[][] cellModels) {
cellModelsProperty.set(cellModels);
}
}
和控制器class:
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.scene.layout.Pane;
class Controller {
private View view ;
private Model model;
Controller() {
model = new Model();
model.addChangeListener(getModelCangeListener());//observe model changes
view = new View(model);
view.getPlayBtn().setOnAction( a -> shuffle()); //animation works fine
//view.getPlayBtn().setOnAction( a -> IntStream.
// range(0,4).forEach( (i)-> shuffle())); //messes the animation
}
private ChangeListener<int[][]> getModelCangeListener() {
return (ObservableValue<? extends int[][]> observable,
int[][] oldValue, int[][] newValue)-> {
for (int row = 0; row < newValue.length ; row++) {
for (int col = 0; col < newValue[row].length ; col++) {
if(newValue[row][col] != oldValue[row][col]) {
final int fRow = row, fCol = col;
new Thread( () -> view.updateCell(
newValue[fRow][fCol], fRow, fCol)).start();
}
}
}
};
}
void shuffle() {
int[][] modelData = model.getCellModels();
int rows = modelData.length, columns = modelData[0].length;
int[][] newModelData = new int[rows][columns];
for (int row = 0; row < rows ; row ++) {
for (int col = 0; col < columns ; col ++) {
int colIndex = ((col+1) < columns ) ? col + 1 : 0;
int rowIndex = ((col+1) < columns ) ? row : ((row + 1) < rows) ? row +1 : 0;
newModelData[row][col] = modelData[rowIndex][colIndex];
}
}
model.setCellModels(newModelData);
}
Pane getBoardPane() { return view.getBoardPane(); }
Pane getControlPane() { return view.getControlPane(); }
}
播放按钮处理程序更改模型数据(参见 shuffle()
),更改触发 ChangeListener
。 ChangeListener
通过在单独的线程上调用 view.updateCell(..)
为每个更改的标签设置动画。这一切都按预期工作。
当我尝试 运行 几个连续的模型更新 (shuffle()
) 时,问题就开始了。为了模拟它,我改变了
view.getPlayBtn().setOnAction( a -> shuffle());
与
view.getPlayBtn().setOnAction( a -> IntStream.range(0,4).forEach( (i)-> shuffle()));
这会弄乱动画(播放顺序错误并以错误的位置结束)。
这确实 而不是 令人惊讶:要正常工作,动画必须按特定顺序播放:标签应该 re-animated 只有在所有四个标签都完成了它们之前的动画之后。
代码 posted 运行s 每次在线程上更新,因此无法保证执行顺序。
我的问题是实现所需的多个节点和多个动画序列的正确方法是什么?
我查看了 SequentialTransition,但我无法弄清楚如何使用它来解决所讨论的问题。
我确实想出了一个解决方案,我将 post 作为答案,因为这个 post 的长度,而且我认为这个解决方案不好。
我提出的解决方案涉及控制更新线程的执行顺序。
为此,我通过实现基于 this 的内部 class 更改了控制器 class
所以回答。请参阅以下代码中的 UpdateView
。
我还修改了 getModelCangeListener()
以使用 UpdateView
:
import java.util.stream.IntStream;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.scene.layout.Pane;
class Controller {
private View view ;
private Model model;
private static int threadNumber = 0, threadAllowedToRun = 0;
private static final Object myLock = new Object();
Controller() {
model = new Model();
model.addChangeListener(getModelCangeListener());//observe model changes
view = new View(model);
view.getPlayBtn().setOnAction( a -> IntStream.
range(0,4).forEach( (i)-> shuffle()));
}
private ChangeListener<int[][]> getModelCangeListener() {
return (ObservableValue<? extends int[][]> observable,
int[][] oldValue, int[][] newValue)-> {
for (int row = 0; row < newValue.length ; row++) {
for (int col = 0; col < newValue[row].length ; col++) {
if(newValue[row][col] != oldValue[row][col]) {
final int fRow = row, fCol = col;
new Thread( new UpdateView(
newValue[fRow][fCol], fRow, fCol)).start();
}
}
}
};
}
private void shuffle() {
int[][] modelData = model.getCellModels();
int rows = modelData.length, columns = modelData[0].length;
int[][] newModelData = new int[rows][columns];
for (int row = 0; row < rows ; row ++) {
for (int col = 0; col < columns ; col ++) {
int colIndex = ((col+1) < columns ) ? col + 1 : 0;
int rowIndex = ((col+1) < columns ) ? row : ((row + 1) < rows) ? row +1 : 0;
newModelData[row][col] = modelData[rowIndex][colIndex];
}
}
model.setCellModels(newModelData);
}
Pane getBoardPane() { return view.getBoardPane(); }
Pane getControlPane() { return view.getControlPane(); }
//
class UpdateView implements Runnable {
private int id, row, col, threadID;
UpdateView(int id, int row, int col) {
this.id = id; this.row = row; this.col = col;
threadID = threadNumber++;
}
@Override
public void run() {
synchronized (myLock) {
while (threadID != threadAllowedToRun) {
try {
myLock.wait();
} catch (InterruptedException e) {}
}
view.updateCell(id, row, col);
threadAllowedToRun++;
myLock.notifyAll();
}
}
}
}
虽然这是一种可能的解决方案,但我认为基于 JavaFx 自己的工具的解决方案更可取。
您的代码不符合关注点分离原则。 (或者至少你做得不好。)
动画应该由视图和视图单独完成,而不是在控制器和视图之间协作。将调度动画的所有动画放在View
class.
SequentialTransition
可以将多个动画包装在一个按顺序播放的动画中,但控制器不应该关心这样做。
public class View {
private static final double SIZE = 70;
private static final Duration ANIMATION_DURATION = Duration.millis(600);
private final Map<Integer, Label> labelsById = new HashMap<>(); // stores labels by id
private final Button play = new Button("Play");
private Pane board;
private final HBox control;
private final Timeline animation;
private final LinkedList<ElementPosition> pendingAnimations = new LinkedList<>(); // stores parameter combination for update calls
private Node animatedNode;
public View(int[][] cellModels) { // we don't really need the whole model here
makeBoardPane(cellModels);
this.control = new HBox(play);
control.setAlignment(Pos.CENTER_RIGHT);
final DoubleProperty interpolatorValue = new SimpleDoubleProperty();
animation = new Timeline(
new KeyFrame(Duration.ZERO, evt -> {
ElementPosition ePos = pendingAnimations.removeFirst();
animatedNode = labelsById.get(ePos.id);
Point2D newLocation = getLocationByRowCol(ePos.row, ePos.column);
// create binding for layout pos
animatedNode.layoutXProperty().bind(
interpolatorValue.multiply(newLocation.getX() - animatedNode.getLayoutX())
.add(animatedNode.getLayoutX()));
animatedNode.layoutYProperty().bind(
interpolatorValue.multiply(newLocation.getY() - animatedNode.getLayoutY())
.add(animatedNode.getLayoutY()));
}, new KeyValue(interpolatorValue, 0d)),
new KeyFrame(ANIMATION_DURATION, evt -> {
interpolatorValue.set(1);
// remove bindings
animatedNode.layoutXProperty().unbind();
animatedNode.layoutYProperty().unbind();
animatedNode = null;
if (pendingAnimations.isEmpty()) {
// abort, if no more animations are pending
View.this.animation.stop();
}
}, new KeyValue(interpolatorValue, 1d)));
animation.setCycleCount(Animation.INDEFINITE);
}
private void makeBoardPane(int[][] cellModels) {
board = new Pane();
for (int row = 0; row < cellModels.length; row++) {
for (int col = 0; col < cellModels[row].length; col++) {
Point2D location = getLocationByRowCol(row, col);
int id = cellModels[row][col];
Label label = new Label(Integer.toString(id));
label.setPrefSize(SIZE, SIZE);
label.setLayoutX(location.getX());
label.setLayoutY(location.getY());
label.setStyle("-fx-border-color:blue");
label.setAlignment(Pos.CENTER);
labelsById.put(id, label);
board.getChildren().add(label);
}
}
}
private static class ElementPosition {
private final int id;
private final int row;
private final int column;
public ElementPosition(int id, int row, int column) {
this.id = id;
this.row = row;
this.column = column;
}
}
public void updateCell(int id, int row, int column) {
pendingAnimations.add(new ElementPosition(id, row, column));
animation.play();
}
private static Point2D getLocationByRowCol(int row, int col) {
return new Point2D(SIZE * col, SIZE * row);
}
public Pane getBoard() {
return board;
}
public Pane getControlPane() {
return control;
}
public Button getPlayBtn() {
return play;
}
}
降低复杂性的用法示例:
private int[][] oldValue;
@Override
public void start(Stage primaryStage) {
List<Integer> values = new ArrayList<>(Arrays.asList(0, 1, 2, 3));
oldValue = new int[][]{{0, 1}, {2, 3}};
View view = new View(oldValue);
Button btn = new Button("Shuffle");
btn.setOnAction((ActionEvent event) -> {
Collections.shuffle(values);
int[][] newValue = new int[2][2];
for (int i = 0; i < 2 * 2; i++) {
newValue[i / 2][i % 2] = values.get(i);
}
System.out.println(values);
for (int row = 0; row < newValue.length; row++) {
for (int col = 0; col < newValue[row].length; col++) {
if (newValue[row][col] != oldValue[row][col]) {
view.updateCell(newValue[row][col], row, col);
}
}
}
oldValue = newValue;
});
Scene scene = new Scene(new BorderPane(view.getBoard(), null, view.getControlPane(), btn, null));
primaryStage.setScene(scene);
primaryStage.show();
}
以下答案基于
我张贴它希望它也能帮助其他人。
import java.util.LinkedList;
import java.util.stream.IntStream;
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.beans.property.SimpleObjectProperty;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.geometry.Point2D;
import javafx.geometry.Pos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.util.Duration;
public final class Puzzle extends Application{
private Controller controller;
@Override
public void start(Stage stage) throws Exception {
controller = new Controller();
BorderPane root = new BorderPane(controller.getBoardPane());
root.setTop(controller.getControlPane());
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
public static void main(String[] args) { launch();}
}
class Controller {
private View view ;
private Model model;
Controller() {
model = new Model();
model.addChangeListener(getModelCangeListener());//observe model changes
view = new View(model);
view.getPlayBtn().setOnAction( a -> IntStream.
range(0,4).forEach( (i)-> shuffle()));
}
private ChangeListener<int[][]> getModelCangeListener() {
return (ObservableValue<? extends int[][]> observable,
int[][] oldValue, int[][] newValue)-> {
for (int row = 0; row < newValue.length ; row++) {
for (int col = 0; col < newValue[row].length ; col++) {
if(newValue[row][col] != oldValue[row][col]) {
view.updateCell(newValue[row][col], row, col);
}
}
}
};
}
private void shuffle() {
int[][] modelData = model.getCellModels();
int rows = modelData.length, columns = modelData[0].length;
int[][] newModelData = new int[rows][columns];
for (int row = 0; row < rows ; row ++) {
for (int col = 0; col < columns ; col ++) {
int colIndex = ((col+1) < columns ) ? col + 1 : 0;
int rowIndex = ((col+1) < columns ) ? row : ((row + 1) < rows) ? row +1 : 0;
newModelData[row][col] = modelData[rowIndex][colIndex];
}
}
model.setCellModels(newModelData);
}
Pane getBoardPane() { return view.getBoardPane(); }
Pane getControlPane() { return view.getControlPane(); }
}
class View{
private final Timeline timeLineAnimation;// private final Timeline timeLineAnimation;
private final LinkedList<ElementPosition> pendingAnimations = new LinkedList<>(); // stores parameter combination for update calls
private static final Duration ANIMATION_DURATION = Duration.millis(600);
private static final double SIZE = 70;
private int[][] cellModels;
private final Button play = new Button("Play");
private Pane board, control = new HBox(play);
Node animatedNode;
View(Model model) {
cellModels = model.getCellModels();
makeBoardPane();
((HBox) control).setAlignment(Pos.CENTER_RIGHT);
timeLineAnimation = new TimeLineAnimation().get();
}
private void makeBoardPane() {
board = new Pane();
for (int row = 0; row < cellModels.length ; row ++ ) {
for (int col = 0; col < cellModels[row].length ; col ++ ) {
int id = cellModels[row][col];
Label label = new Label(String.valueOf(id));
label.setPrefSize(SIZE, SIZE);
Point2D location = getLocationByRowCol(row, col);
label.setLayoutX(location.getX());
label.setLayoutY(location.getY());
label.setStyle("-fx-border-color:blue");
label.setAlignment(Pos.CENTER);
label.setId(String.valueOf(id));
board.getChildren().add(label);
}
}
}
public void updateCell(int id, int row, int column) {
pendingAnimations.add(new ElementPosition(id, row, column));
timeLineAnimation.play();
}
private Node getNodeById(int id) {
return board.getChildren().filtered(n ->
Integer.valueOf(n.getId()) == id).get(0);
}
private Point2D getLocationByRowCol(int row, int col) {
return new Point2D(SIZE * col, SIZE * row);
}
Pane getBoardPane() { return board; }
Pane getControlPane() { return control;}
Button getPlayBtn() {return play ;}
private static class ElementPosition {
private final int id, row, column;
public ElementPosition(int id, int row, int column) {
this.id = id;
this.row = row;
this.column = column;
}
}
class TimeLineAnimation {
private final Timeline timeLineAnimation;
//value to be interpolated by time line
final DoubleProperty interpolatorValue = new SimpleDoubleProperty();
private Node animatedNode;
TimeLineAnimation() {
timeLineAnimation = new Timeline(getSartKeyFrame(), getEndKeyFrame());
timeLineAnimation.setCycleCount(Animation.INDEFINITE);
}
// a 0 duration event, used to do the needed setup for next key frame
private KeyFrame getSartKeyFrame() {
//executed when key frame ends
EventHandler<ActionEvent> onFinished = evt -> {
//protects against "playing" when no pending animations
if(pendingAnimations.isEmpty()) {
timeLineAnimation.stop();
return;
};
ElementPosition ePos = pendingAnimations.removeFirst();
animatedNode = getNodeById(ePos.id);
Point2D newLocation = getLocationByRowCol(ePos.row, ePos.column);
// bind x,y layout properties interpolated property interpolation effects
//both x and y
animatedNode.layoutXProperty().bind(
interpolatorValue.multiply(newLocation.getX() - animatedNode.getLayoutX())
.add(animatedNode.getLayoutX()));
animatedNode.layoutYProperty().bind(
interpolatorValue.multiply(newLocation.getY() - animatedNode.getLayoutY())
.add(animatedNode.getLayoutY()));
};
KeyValue startKeyValue = new KeyValue(interpolatorValue, 0d);
return new KeyFrame(Duration.ZERO, onFinished, startKeyValue);
}
private KeyFrame getEndKeyFrame() {
//executed when key frame ends
EventHandler<ActionEvent> onFinished =evt -> {
// remove bindings
animatedNode.layoutXProperty().unbind();
animatedNode.layoutYProperty().unbind();
};
KeyValue endKeyValue = new KeyValue(interpolatorValue, 1d);
return new KeyFrame(ANIMATION_DURATION, onFinished, endKeyValue);
}
Timeline get() { return timeLineAnimation; }
}
}
class Model{
private int[][] cellModels = new int[][] { {0,1}, {2,3} };
private SimpleObjectProperty<int[][]> cellModelsProperty =
cellModelsProperty = new SimpleObjectProperty<>(cellModels);
void addChangeListener(ChangeListener<int[][]> listener) {
cellModelsProperty.addListener(listener);
}
int[][] getCellModels() {
return (cellModelsProperty == null) ? null : cellModelsProperty.get();
}
void setCellModels(int[][] cellModels) { cellModelsProperty.set(cellModels);}
}
(将整个代码复制粘贴到运行中Puzzle.java)