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* j- g$ s0 c! o2 F" \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 y# o7 H' } f1 u5 m! T0 C% ^- importPackage (java.lang);
! X& Q+ Y) l/ p) F7 {7 v - importPackage (java.awt);! x) P7 x$ c1 L0 y3 y: r$ A
- , [$ J0 s/ p. b9 m' Z( ~& T
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
' y9 b- }, O1 y' L: H3 P0 L6 }. m - 4 A; {: [0 z3 j) F* X+ m/ ]
- function getW(str, font) {
: S$ V& w7 F) g7 T; ^4 W - let frc = Resources.getFontRenderContext();
1 N( x# \& B( F7 N# R% L5 y* ] - bounds = font.getStringBounds(str, frc);
; L) f2 R2 }& H9 F: W7 ` F9 u - return Math.ceil(bounds.getWidth());
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- 3 K+ z+ Y5 r* w' b7 G$ \
- da = (g) => {//底图绘制5 s0 \/ z. q8 C5 S% i/ x! s; M% ]. o
- g.setColor(Color.BLACK);
, n' u1 s a9 F, `0 M - g.fillRect(0, 0, 400, 400);" F3 Q1 W8 b/ D- t! r) _, R2 G
- }# G1 ^# T0 j, Y) [$ t7 g3 }
: J5 b4 z, Z9 O. r- db = (g) => {//上层绘制# x, F" i) e* S
- g.setColor(Color.WHITE);+ f+ a! N& S( r9 H4 @3 c
- g.fillRect(0, 0, 400, 400);: j9 X; z' p3 d7 [9 }3 t- b
- g.setColor(Color.RED);. m4 }" X% G- K/ x. R
- g.setFont(font0);
% h5 H- Z" w! \! d - let str = "晴纱是男娘";' ]- S; x2 ]" D
- let ww = 400;5 P3 N$ G# R3 X5 [0 R
- let w = getW(str, font0);0 {; t1 E9 ^- E: g9 d
- g.drawString(str, ww / 2 - w / 2, 200);- f' P E1 C9 D1 `7 k$ {! K6 @
- }( U( m. w; h' @& i! R+ t
3 h# G& k3 S# n/ V) H- const mat = new Matrices();
B& n9 i# N' U4 P9 R - mat.translate(0, 0.5, 0);* `" ~; q6 O% a$ G3 m
# M' p$ u/ `3 w0 P' K" g. `- function create(ctx, state, entity) {
% v3 }/ Z' i% {" b - let info = {
- A; z5 k" c6 c; A( G4 i' L - ctx: ctx,
, k/ T: |! O5 h; m0 \# @ - isTrain: false,
& P/ C9 a# O* e* V: k0 X/ R - matrices: [mat],! Q7 k2 a& ^, M1 r0 `' N9 J7 d
- texture: [400, 400],
# G% a; e# G$ |3 u) @8 z7 J - model: {
) q' ?/ W' v. c" A( z1 M - renderType: "light",2 ~8 Z0 Z' p5 y* u, w7 Z
- size: [1, 1],
: w$ b0 z2 l) k: X7 e - uvSize: [1, 1]
3 f" L6 ?+ z' |9 Q; | - }
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- let f = new Face(info);! }7 I8 k Q9 G
- state.f = f;+ A# T, s# G7 c7 A: ^
( C# Z/ U, W; j- let t = f.texture;
1 r8 p1 B/ T+ E* M; n3 m3 \ - let g = t.graphics;
+ B' g( }: ~8 ?2 K - state.running = true;- ]: s- e: z0 Z& |- |, O
- let fps = 24;1 N% t3 A& ?/ X7 l( I9 _5 U. E
- da(g);//绘制底图
' }3 J# A6 l4 _) u, F( e - t.upload();
: s+ `3 Z; N4 s: v; K! K - let k = 0;
, O& `+ x* I2 R+ R - let ti = Date.now();* t5 K& R5 J7 i9 f
- let rt = 0;
w' Q9 n8 B% ` - smooth = (k, v) => {// 平滑变化" [& v: [: M" l7 H {' y9 q
- if (v > k) return k;
/ k6 \2 K! R% G7 {/ G* Q - if (k < 0) return 0;
5 L7 [6 E j: R) L; ? - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;5 X. o5 e, F* J4 u* J
- }
/ D$ J- A. |3 ^, h) Q6 m4 K) l& e - run = () => {// 新线程' m5 I( P/ e5 T/ P. q0 e- [( n
- let id = Thread.currentThread().getId();
& E: t" {) W$ i s - print("Thread start:" + id);
$ t$ _8 v5 o% `0 |, {9 ?0 G& P7 U - while (state.running) {
7 n! l5 ?9 L# V D% Y3 U - try {
0 K3 a. b+ J9 V+ ?# m9 K0 ] - k += (Date.now() - ti) / 1000 * 0.2;
" J: p2 [' T* k) r- l - ti = Date.now();
$ c A8 ?( g+ I- Z - if (k > 1.5) {$ ^) n0 Q3 d. |6 d, I1 h1 h
- k = 0;8 P6 K( k' a0 N6 v9 T3 ~
- }3 x1 U: l; N5 W" P' E( t* h% ~
- setComp(g, 1); m& g. R8 j- T! k) I4 c3 K
- da(g); m& ~) F# z" z2 t! ?0 G5 M J; s
- let kk = smooth(1, k);//平滑切换透明度
0 f9 g+ O! |2 X; x; N0 f4 K2 b! Q - setComp(g, kk);7 V" w2 U7 {+ S' g8 W1 v: a7 D) E4 ]
- db(g);
. A' J# p# n4 x- U - t.upload();
# L M3 [0 I" C2 T/ D0 \ - ctx.setDebugInfo("rt" ,Date.now() - ti);$ {4 T5 L9 b4 n" @$ F8 O, i. f% m$ f
- ctx.setDebugInfo("k", k);
B) c- n/ N# G) v0 o n) p) i - ctx.setDebugInfo("sm", kk);
5 V* K- s+ Z h& v1 V - rt = Date.now() - ti;
8 X7 q- a! G: z( g$ v7 Z s5 g- w - Thread.sleep(ck(rt - 1000 / fps));
! A2 ?5 a4 ^* J/ q: [ - ctx.setDebugInfo("error", 0)7 T1 _2 y! E# Z# T) Z E& g4 x
- } catch (e) {
/ z8 J+ o$ f9 s" ?# c3 D - ctx.setDebugInfo("error", e);
& E$ L8 W7 g# [2 U5 }: d+ n - }
3 E) R3 P/ B! S& X1 c, o - }2 P5 f/ D6 Q2 f/ y7 a5 [
- print("Thread end:" + id);. d3 F! ~6 H7 U7 ]0 f+ H: _
- }
& G" h1 Q5 I. M# k% ?: q9 x) W - let th = new Thread(run, "qiehuan");
0 O0 c0 ^$ @ m/ r1 A" [ - th.start();* h) k+ q) h* b
- }7 s `9 L1 d4 @+ W
, ]+ O R4 R& i3 q- function render(ctx, state, entity) {9 J& Q7 @% b% B1 P% h0 P
- state.f.tick();; `2 R5 G( p6 C' p
- }( \% h: L3 O J! s
- 4 q# ?* Q6 c" g1 J
- function dispose(ctx, state, entity) {
( F4 V2 C2 w1 [2 n5 Q5 ~! w - print("Dispose");
! h- \( c+ _8 g6 e! s% p+ C$ r$ v. a - state.running = false;
3 r% I" U) l/ w4 Q - state.f.close();
* [ B; z$ `5 o( Z! Q - }8 `# w' g8 o7 }. L6 v! T. E
- ! U V! Y. ~4 n# ~, x, T, C
- function setComp(g, value) {
5 l3 N! T7 O. _ - g.setComposite(AlphaComposite.SrcOver.derive(value));
; a# q5 b, @- m6 j# Q, F - }
复制代码 $ l5 \: ^+ Q1 F# J: m4 J
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。0 j; F: G# k4 b
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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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