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这些天想了想怎么给LCD做丝滑的动画,稍微想了想,便有了下面这些代码。
6 S& ?; O% |- o; b, S% \) v k5 ~- importPackage (java.lang);
+ `- v4 g4 v+ ~; w }9 @ - importPackage (java.awt);- L2 f) R8 E2 L# o6 Q* y2 H
- + i5 ^, Z) x$ K/ a
- include(Resources.id("mtrsteamloco:library/code/face.js"));* [! D5 o9 y* ^- F: C/ ]
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);& z0 M6 R! o; C, f7 H' v
- 2 o/ o& k x8 J4 t3 h( P
- function getW(str, font) {# M6 Z% E: l* @3 P
- let frc = Resources.getFontRenderContext();( }6 e# R' Q& ~' z" \, O5 u0 s
- bounds = font.getStringBounds(str, frc);7 s. r) T) n3 ? B( }) T+ g
- return Math.ceil(bounds.getWidth());" p$ S8 g* |8 h/ ^
- }
w2 l) a3 y0 i r) ~
8 r7 m9 n" _0 F2 t3 ^- da = (g) => {//底图绘制
8 j" I9 e6 R: H0 J. K4 ^5 e3 {9 O, p; T- I - g.setColor(Color.BLACK);
8 T/ e I* J/ M, B P$ M - g.fillRect(0, 0, 400, 400); x: Z, m4 p1 Q/ K7 l
- }
0 L7 F# j- ^3 |8 ^* ^. o$ o* A - ' A. ^, n! O+ j/ k
- db = (g) => {//上层绘制
2 G' @6 _( ~5 ~3 r/ i) ? - g.setColor(Color.WHITE);
# c: } f2 n- J& R9 u - g.fillRect(0, 0, 400, 400);
' u1 ]6 \$ m6 _ V- ~+ \ - g.setColor(Color.RED);
8 E0 E7 g/ _ M0 w% C - g.setFont(font0);5 c7 v" g3 H6 c2 {! R. X" j" W1 o
- let str = "晴纱是男娘";0 d( E' j; p8 P- C u4 @
- let ww = 400;$ R; [/ f/ [+ [! U
- let w = getW(str, font0);
; F: S n0 G; W9 ]3 y4 Z9 z - g.drawString(str, ww / 2 - w / 2, 200);
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4 U# I, r, g$ a5 d6 N8 O- const mat = new Matrices();, d$ c* ]. j# O s1 E! d8 w
- mat.translate(0, 0.5, 0);
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0 x* R0 e# @% [% p$ U0 c5 D6 h& ~- function create(ctx, state, entity) {" C9 d$ Z+ h' Q9 F) p6 w; L
- let info = {
& k% v( n u( k, W: _7 a. { - ctx: ctx,
. n' A9 p( s7 k! k& m5 b1 q- Z - isTrain: false,
( l9 z& b/ ` @8 e; M T3 \ - matrices: [mat]," R2 r4 v9 r: ^& w( Y6 G! M
- texture: [400, 400],* R8 w0 a+ z3 }* w9 c" L6 A0 M
- model: {
$ b3 _2 d/ V, |7 F: Z - renderType: "light",$ c/ |- e# P4 f# k; H$ V
- size: [1, 1],
4 @, K8 G( K3 b4 s& \ a - uvSize: [1, 1]' n, H0 l9 D' a/ v& e+ |
- }, V) L: x4 s; A% e
- }$ m) c. h$ y; K% ]
- let f = new Face(info);% O, t* G( b! {% g, u. I
- state.f = f;
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- let t = f.texture;
9 A/ S+ ^. P* b5 L - let g = t.graphics;+ o& p+ R- h1 a1 t, ^ A
- state.running = true; J. n; [. O% Y1 t
- let fps = 24;) Q3 q [* b1 K' u0 `1 ~1 Q* H
- da(g);//绘制底图6 [8 I" X( ?$ ]7 L* v5 _
- t.upload();; N, b+ K$ s& L2 x7 C: O, m3 W
- let k = 0;$ q. W: j+ F# G- E+ N
- let ti = Date.now();
, R! u$ K* F0 v { - let rt = 0;
7 w1 W8 H/ M$ B$ B8 Y - smooth = (k, v) => {// 平滑变化( R& j s/ I( E' ]( \/ Y( I& D
- if (v > k) return k;
' A& U0 L9 N- S/ x, v: u, t - if (k < 0) return 0;
& {$ S& w* K3 X0 z8 z/ \ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k; y% T9 F! W6 c! B- x: X7 ^1 l
- }* X3 L" [, W4 L4 o
- run = () => {// 新线程5 \7 Y6 k; N5 @
- let id = Thread.currentThread().getId();
" ]0 Y( r3 F! {) \+ y - print("Thread start:" + id);$ W! u1 ]+ {" d6 U/ J
- while (state.running) {: L3 ? z+ g* U0 H& u: e$ T$ I
- try {- J( k# J5 N' a0 r- U5 S' I. O
- k += (Date.now() - ti) / 1000 * 0.2;
8 J! ~& r) l: \ - ti = Date.now();- |$ f, b& ]; O8 }
- if (k > 1.5) {
1 A. O( L6 g1 B4 x; e# @7 m( Y - k = 0;
. D% i; T' K: v, S - }
/ l+ V. I4 @7 P/ g - setComp(g, 1);. |( l% G0 G( ^+ C7 ?- f
- da(g);
& U% x" a) r2 Y4 U6 D - let kk = smooth(1, k);//平滑切换透明度
2 r4 b( F- o4 Y; J - setComp(g, kk);, W: J' R# J* x% c2 u. o
- db(g);
- d0 R4 |( i# l+ j& V7 k" O - t.upload();
9 D0 O- {5 \ ~$ L - ctx.setDebugInfo("rt" ,Date.now() - ti);8 {! A T: A6 I) D
- ctx.setDebugInfo("k", k);5 F# U1 Y! Z/ r7 X% m6 P$ n1 X' X
- ctx.setDebugInfo("sm", kk);7 \ M1 w# g) G5 B% H
- rt = Date.now() - ti;5 V! y* K& B; E' h: r1 L3 n
- Thread.sleep(ck(rt - 1000 / fps));& q7 a! S! H, o6 b
- ctx.setDebugInfo("error", 0)
4 N. }+ q- v7 N" h% t* @4 }# j - } catch (e) {0 I) s8 t* @0 @% T* a, k9 b# l' H. ^
- ctx.setDebugInfo("error", e);- K6 }! {% g! B. ?4 C- ~6 I, o+ N
- }
" b% l" G6 X0 F! d- D2 m! l - }
( N! [- n' v2 t( V4 K3 E - print("Thread end:" + id);
8 [8 \5 S# }1 k- Q( l - }* W% F& s, a0 G$ V3 a- E
- let th = new Thread(run, "qiehuan");/ v1 T8 ?# Y5 l a8 L n5 G
- th.start();* x6 a5 t2 `+ A" f
- }5 \* X4 P9 i- t, Y6 t1 ?- t
- - s4 O+ D0 z+ C5 |, Z% ~* X# c: ~
- function render(ctx, state, entity) {4 |5 g6 @! Q3 i* r
- state.f.tick();
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- ' c0 }, a# w$ T8 n$ o0 Z
- function dispose(ctx, state, entity) {
5 {! N7 b- [* h7 ?9 u! M" r - print("Dispose");5 `" Q& d8 K% s
- state.running = false;
3 u5 T1 F2 M+ | - state.f.close();# E- B! Q E) `
- }
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' [2 @: o3 T* ]9 v% |1 Y- function setComp(g, value) {
6 L; t7 }) r: S' R) s. E5 @% b - g.setComposite(AlphaComposite.SrcOver.derive(value));' ~0 ]9 z8 i* |: ~, }
- }
复制代码 8 g; E; S1 P0 j( L, p7 _0 O+ X
写了这么久的js,我便渐渐发觉使用 render 来写更新内容有局限性,比如说会拉高延迟.....等等(但可能也没什么影响?)。在这里我用新建 Thread (线程) 然后在新的 Thread 里来处理图片更新逻辑,实现丝滑切换。
# Y$ m1 J( r$ {9 b) {2 M' m3 D2 |1 N1 E8 y2 x& i9 ?3 Z
+ }7 m5 ]2 E* E& y0 `& W) i顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)
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