拷贝APP_Bck20250119项目源码,移除libjc/jcc/libs/android-29.jar文件。
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								libapputils/src/main/assets/winboll/studio/html/index.html
									
									
									
									
									
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								libapputils/src/main/assets/winboll/studio/html/index.html
									
									
									
									
									
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<!DOCTYPE html>
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<html lang="en">
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  <head>
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    <meta charset="UTF-8">
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    <meta name="viewport" content="width=device - width, initial - scale = 1.0">
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    <title>WinBoll-APP</title>
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  </head>
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  <body>
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    <h2><a href="https://www.winboll.cc">访问 WWW.WinBoll.CC</a></h2>
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  </body>
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</html>
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<!DOCTYPE html>
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<html lang="en">
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  <!--
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    JavaScript实现在HTML中的粒子文字特效
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    来源:https://blog.csdn.net/m0_46700215/article/details/126963561?sharetype=blog&shareId=126963561&sharerefer=APP&sharesource=weixin_38986226
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    -->
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  <head>
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    <meta charset="UTF-8">
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    <meta name="viewport" content="width=device - width, initial - scale = 1.0">
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    <title>WinBoll</title>
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  </head>
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  <body>
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    <canvas id="ChangeText">WinBoll Studio</canvas>
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<script type="text/javascript">
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    const COLOR = "#39BC54"; // 设定粒子特效颜色
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    let MESSAGE = document.getElementById("ChangeText").textContent; // 根据标签的ID获取待处理的文字内容
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    let FONT_SIZE = (window.innerWidth * 0.08); // 字体大小
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    let AMOUNT = 6000; // 设定粒子数量
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    let SIZE = 2; // 粒子大小
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    let INITIAL_DISPLACEMENT = 500; // 最初位移量
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    const INITIAL_VELOCITY = 7.5; // 最初速度
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    const VELOCITY_RETENTION = 0.95; // 速度保持
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    let SETTLE_SPEED = 1; // 稳定速度
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    const FLEE_SPEED = 2; // 逃逸速度
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    const FLEE_DISTANCE = 50; // 逃逸距离
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    let FLEE = true; // 逃逸模式
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    let SCATTER_VELOCITY = 3; // 散射速度
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    const SCATTER = true; // 散射模式
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    // 若处于移动设备展示
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    if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
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        // Mobile
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        MESSAGE = document.getElementById("ChangeText").textContent; // 通过标签ID获取文本内容
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        FONT_SIZE = 50;  // 字体大小减小
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        AMOUNT = 2000; // 粒子数量减少
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        SIZE = 1;
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        INITIAL_DISPLACEMENT = 100; // 最初位移量减少
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        SETTLE_SPEED = 1; // 最初速度减少
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        FLEE = false; // 关闭逃逸模式
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        SCATTER_VELOCITY = 2; // 散射速度
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    }
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    const canvas = document.getElementById("ChangeText");
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    const ctx = canvas.getContext("2d"); // 创建画布
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    let POINTS = [];
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    const MOUSE = {
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        x: 0,
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        y: 0
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    };
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    function Point(x, y, r, g, b, a) {
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        const angle = Math.random() * 6.28;
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        this.x = canvas.width / 2 - x + (Math.random() - 0.5) * INITIAL_DISPLACEMENT;
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        this.y = canvas.height / 2 - y + (Math.random() - 0.5) * INITIAL_DISPLACEMENT;
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        this.velx = INITIAL_VELOCITY * Math.cos(angle);
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        this.vely = INITIAL_VELOCITY * Math.sin(angle);
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        this.target_x = canvas.width / 2 - x;
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        this.target_y = canvas.height / 2 - y;
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        this.r = r;
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        this.g = g;
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        this.b = b;
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        this.a = a;
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        this.getX = function () {
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            return this.x;
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        }
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        this.getY = function () {
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            return this.y;
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        }
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        this.fleeFrom = function () {
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            this.velx -= ((MOUSE.x - this.x) * FLEE_SPEED / 10);
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            this.vely -= ((MOUSE.y - this.y) * FLEE_SPEED / 10);
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        }
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        this.settleTo = function () {
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            this.velx += ((this.target_x - this.x) * SETTLE_SPEED / 100);
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            this.vely += ((this.target_y - this.y) * SETTLE_SPEED / 100);
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            this.velx -= this.velx * (1 - VELOCITY_RETENTION);
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            this.vely -= this.vely * (1 - VELOCITY_RETENTION);
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        }
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        this.scatter = function () {
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            const unit = this.unitVecToMouse();
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            const vel = SCATTER_VELOCITY * 10 * (0.5 + Math.random() / 2);
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            this.velx = -unit.x * vel;
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            this.vely = -unit.y * vel;
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        }
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        this.move = function () {
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            if (this.distanceToMouse() <= FLEE_DISTANCE) {
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                this.fleeFrom();
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            } else {
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                this.settleTo();
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            }
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            if (this.x + this.velx < 0 || this.x + this.velx >= canvas.width) {
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                this.velx *= -1;
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            }
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            if (this.y + this.vely < 0 || this.y + this.vely >= canvas.height) {
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                this.vely *= -1;
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            }
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            this.x += this.velx;
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            this.y += this.vely;
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        }
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        this.distanceToMouse = function () {
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            return this.distanceTo(MOUSE.x, MOUSE.y);
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        }
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        this.distanceTo = function (x, y) {
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            return Math.sqrt((x - this.x) * (x - this.x) + (y - this.y) * (y - this.y));
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        }
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        this.unitVecToMouse = function () {
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            return this.unitVecTo(MOUSE.x, MOUSE.y);
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        }
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        this.unitVecTo = function (x, y) {
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            const dx = x - this.x;
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            const dy = y - this.y;
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            return {
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                x: dx / Math.sqrt(dx * dx + dy * dy),
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                y: dy / Math.sqrt(dx * dx + dy * dy)
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            };
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        }
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    }
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    window.addEventListener("resize", function () {
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        resizeCanvas()
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        adjustText()
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    });
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    if (FLEE) {
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        window.addEventListener("mousemove", function (event) {
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            MOUSE.x = event.clientX;
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            MOUSE.y = event.clientY;
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        });
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    }
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    if (SCATTER) {
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        window.addEventListener("click", function (event) {
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            MOUSE.x = event.clientX;
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            MOUSE.y = event.clientY;
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            for (let i = 0; i < POINTS.length; i++) {
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                POINTS[i].scatter();
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            }
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        });
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    }
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    function resizeCanvas() {
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        canvas.width = window.innerWidth;
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        canvas.height = window.innerHeight;
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    }
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    function adjustText() {
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        ctx.fillStyle = COLOR;
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        ctx.textBaseline = "middle";
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        ctx.textAlign = "center";
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        ctx.font = FONT_SIZE + "px Arial";
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        ctx.fillText(MESSAGE, canvas.width / 2, canvas.height / 2);
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        const textWidth = ctx.measureText(MESSAGE).width;
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        if (textWidth === 0) {
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            return;
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        }
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        const minX = canvas.width / 2 - textWidth / 2;
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        const minY = canvas.height / 2 - FONT_SIZE / 2;
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        const data = ctx.getImageData(minX, minY, textWidth, FONT_SIZE).data;
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        let isBlank = true;
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        for (let i = 0; i < data.length; i++) {
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            if (data[i] !== 0) {
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                isBlank = false;
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                break;
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            }
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        }
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        if (!isBlank) {
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            let count = 0;
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            let curr = 0;
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            let num = 0;
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            let x = 0;
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            let y = 0;
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            const w = Math.floor(textWidth);
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            POINTS = [];
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            while (count < AMOUNT) {
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                while (curr === 0) {
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                    num = Math.floor(Math.random() * data.length);
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                    curr = data[num];
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                }
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                num = Math.floor(num / 4);
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                x = w / 2 - num % w;
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                y = FONT_SIZE / 2 - Math.floor(num / w);
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                POINTS.push(new Point(x, y, data[num * 4], data[num * 4 + 1], data[num * 4 + 2], data[num * 4 + 3]));
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                curr = 0;
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                count++;
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            }
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        }
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    }
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    function init() {
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        resizeCanvas()
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        adjustText()
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        window.requestAnimationFrame(animate);
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    }
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    function animate() {
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        update();
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        draw();
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    }
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    function update() {
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        let point;
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        for (let i = 0; i < POINTS.length; i++) {
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            point = POINTS[i];
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            point.move();
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        }
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    }
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    function draw() {
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        ctx.clearRect(0, 0, canvas.width, canvas.height);
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        let point;
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        for (let i = 0; i < POINTS.length; i++) {
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            point = POINTS[i];
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            ctx.fillStyle = "rgba(" + point.r + "," + point.g + "," + point.b + "," + point.a + ")";
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            ctx.beginPath();
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            ctx.arc(point.getX(), point.getY(), SIZE, 0, 2 * Math.PI);
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            ctx.fill();
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        }
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        window.requestAnimationFrame(animate);
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    }
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    init();
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</script>
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  </body>
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</html>
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								libapputils/src/main/assets/winboll/studio/png/apple.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
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								libapputils/src/main/assets/winboll/studio/png/apple.png
									
									
									
									
									
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