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! k- X- C# k4 l; k, }7 E3 z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。
( c+ y, V4 t# o+ E: \1 ?- importPackage (java.lang);
0 q* o* W5 }! q. Q3 u8 {. N! [ - importPackage (java.awt);7 `! W+ S2 G+ F# y. ^
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- include(Resources.id("mtrsteamloco:library/code/face.js"));: f+ ?6 y7 S( ]5 S7 _
- 0 O+ W3 }* X' r$ y
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);+ `1 Z2 }+ P! g9 j" u1 c
/ P1 p& s& S* w- G% E3 Q1 z' Z- function getW(str, font) {1 c5 j/ K# p5 C1 u1 k$ A
- let frc = Resources.getFontRenderContext();" q& F* t9 Y( b( l5 p
- bounds = font.getStringBounds(str, frc);
2 k- z7 ^$ r! } }8 ~. z E) M. _ - return Math.ceil(bounds.getWidth());
2 j0 ~" J6 S8 I$ H4 ~% T - }
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$ U/ e. r9 ^7 N% }7 F+ |- da = (g) => {//底图绘制
! u, C$ u6 ^; {2 ]! q - g.setColor(Color.BLACK);! s6 W1 S: N+ F
- g.fillRect(0, 0, 400, 400);/ ^( b7 i% J$ W" R0 Q! U6 P
- }% r. R( }! H: D; L2 E
- - ^9 X# I+ R1 |, G" y
- db = (g) => {//上层绘制
1 d5 ?! g! k5 Q& |% l% m - g.setColor(Color.WHITE);, q4 _( t! ]/ v4 q* i
- g.fillRect(0, 0, 400, 400);1 L( ~) [8 b6 T( D) ^; ^% M6 T P
- g.setColor(Color.RED);
5 `- r8 s8 L- T! G - g.setFont(font0);* `% H+ d& ]% n
- let str = "晴纱是男娘";1 _& S" Q' p1 f$ D) I
- let ww = 400;$ k: U! ~% U8 C0 K+ _
- let w = getW(str, font0);# { Y! o4 Q0 u! b0 |
- g.drawString(str, ww / 2 - w / 2, 200);- v; }0 A. j5 y+ D/ y5 c
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- " a9 a- `8 L9 n4 m- T
- const mat = new Matrices();* k( a& O5 c' I/ O' K
- mat.translate(0, 0.5, 0);! j; x# R- T9 u6 X) s# r
- , s0 B- e5 H- @2 f
- function create(ctx, state, entity) {: h4 V. H1 ~3 ?9 I
- let info = {
2 J& Q5 y* `( c5 u9 Z% e+ K% k - ctx: ctx,+ Q2 }! k, N0 i& w9 I) S+ L }9 b3 j
- isTrain: false,
. }4 ]. A0 ~: s. h9 ]6 z& l+ m - matrices: [mat],& P8 r2 Z2 T9 J+ a
- texture: [400, 400],- W% i' n( E# w3 `" d3 w3 {
- model: {
* e5 `: M' a; n5 P0 y8 G- a - renderType: "light",7 L! f, x- ^, T
- size: [1, 1],/ G- P/ e& W& }+ \5 r6 E0 Y: `! J
- uvSize: [1, 1]
: [. l; u5 s1 L - }
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- let f = new Face(info);3 s9 T& [1 b$ m% p) a
- state.f = f;- n* T9 a: W: {* u. o5 r/ q. u9 G" c
- 8 Y7 A* ]0 Y/ s D9 u% {
- let t = f.texture;
( ?/ L5 L5 F& X$ \, ~! x$ O - let g = t.graphics;5 d2 W$ T' T, F( [" k; Z7 T
- state.running = true;
9 E1 }0 ]9 e% o$ K: r% g* n4 o - let fps = 24;8 u3 `- [# t/ Z+ d+ Y; z A. y* U
- da(g);//绘制底图( Y P& A$ S2 ]& w, W
- t.upload();5 \6 Z7 Q" W+ N! s8 w, _. O
- let k = 0;6 t9 T0 g& R) v1 A
- let ti = Date.now();
5 s# f/ y- i/ w3 S2 l8 S - let rt = 0;. L! a- W& C/ y$ F
- smooth = (k, v) => {// 平滑变化
; b3 Y0 m" I0 a3 L2 o9 T B. |& ? - if (v > k) return k;
4 c% ~# ]2 O( H) T& I8 n - if (k < 0) return 0;/ p: z) O& U! U8 x( l# b1 c
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
, y. F3 k8 O$ y5 K; F1 S# j3 w - }
5 o! g( G# \, n+ ? b - run = () => {// 新线程1 Q3 U' _3 ~, Q |/ x1 u- T
- let id = Thread.currentThread().getId();8 o, A3 f+ i D9 ?1 W3 x$ h
- print("Thread start:" + id);
6 U6 t, l$ I) l, Y' n. [ - while (state.running) {
7 ~2 h8 n; h( \. K - try {
4 G' K9 g7 p& Q$ ^ - k += (Date.now() - ti) / 1000 * 0.2;
# n/ s$ r6 f. G: C& i - ti = Date.now();! L2 s5 f& o! l3 ?$ _* e) c- h
- if (k > 1.5) {; _# K$ z8 q# ^6 Y6 z3 {' F* J
- k = 0;: }5 Y7 A( `2 @8 ]: G0 L2 Z
- }& a7 L( a# `2 r4 c- }6 X
- setComp(g, 1);
2 i$ _' |& c+ R0 L9 o - da(g);
+ y' M9 h8 _( u( O+ T5 | - let kk = smooth(1, k);//平滑切换透明度8 s' k4 u/ G" ]( m1 ~: p
- setComp(g, kk);" e8 S% D+ p) W5 ^: [( Y
- db(g);9 X* h$ c# L6 x
- t.upload();: O. a( p1 z! D5 C1 N
- ctx.setDebugInfo("rt" ,Date.now() - ti);
- F& i7 n) d9 R) W5 @0 `1 ?7 l - ctx.setDebugInfo("k", k);- l1 b; O6 `: _2 J4 M. v
- ctx.setDebugInfo("sm", kk);1 F% a3 v a0 R1 _( T+ q8 D
- rt = Date.now() - ti;' K: r: S7 b0 H2 q2 n
- Thread.sleep(ck(rt - 1000 / fps));& R" E2 t6 Q( g- q8 ]
- ctx.setDebugInfo("error", 0)
, q; ]4 j7 m& s4 U9 t1 [ - } catch (e) {
/ V+ F5 h0 y3 u4 W9 w0 k - ctx.setDebugInfo("error", e);3 P- \$ W6 w U! ?4 ] z4 c
- }
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- print("Thread end:" + id);
4 N6 I/ r/ J/ W! A - }
! X1 Y0 s v! t* ?3 s - let th = new Thread(run, "qiehuan");& w w _5 j* W/ J! r
- th.start();
1 m! {3 @& H% a5 z9 q5 M' J - }
2 R3 p$ A/ n$ {# Z5 V3 K - , t, @! M4 d: R/ l9 D
- function render(ctx, state, entity) {. f6 Z0 K/ O5 H: I
- state.f.tick();
/ [* [: r& F$ o: `6 `5 U" l( N - }3 j) {' \0 c- R; U% S! d4 o
/ C( @2 q* `2 n0 I! s- function dispose(ctx, state, entity) {' k, h+ m# v4 f" [
- print("Dispose");" y6 r# x; l1 z$ Q _$ A- a
- state.running = false;
: a8 D7 F5 [! Z - state.f.close();+ E! o* l4 P9 `1 O5 O5 c
- }
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2 m0 j- j$ I) x- function setComp(g, value) {- R' F( p+ Q$ M6 n" f( z+ W# h9 V" T6 [
- g.setComposite(AlphaComposite.SrcOver.derive(value));
* m, E! j0 M+ b/ E' z. }7 l7 [ - }
复制代码
& M" D$ q' g7 l. E9 d6 Z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。
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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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