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6 c( i2 O! y9 P- M% z9 v9 o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。3 _! Y. m) o" a4 G' L5 s% j! G4 ^
- importPackage (java.lang);
/ u/ P1 q" T( x/ A* K; U - importPackage (java.awt);, T: w N) f; P) [1 \
- ' g) |" T$ P' j1 E: `* p4 R1 Y5 x" W
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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; |1 Q$ @4 ]- |. k! W/ |- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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- function getW(str, font) {- ]0 l. L# j! t! K' ^ i1 \
- let frc = Resources.getFontRenderContext();
Q1 j& }3 \& g! S1 U, }6 y: d - bounds = font.getStringBounds(str, frc);7 N9 z" j2 {* y
- return Math.ceil(bounds.getWidth());
- ?, a) W7 k+ e9 X - }! N: r5 H ?% T- F9 [. i" K# s
- , ~6 D7 @( i9 n) h2 D) J+ J
- da = (g) => {//底图绘制9 t+ j' I2 s9 I, a4 H" ?1 @
- g.setColor(Color.BLACK);
0 P8 I, R$ P- L+ G3 p - g.fillRect(0, 0, 400, 400);
+ @6 D7 a# w# z$ l" g) H - }
& C6 W* _' }) P9 ~' v. E! y
1 w/ c, Y2 h4 v! |. \- db = (g) => {//上层绘制" p( E# H; Q& a" R# i
- g.setColor(Color.WHITE);
" |- B' R, A! X - g.fillRect(0, 0, 400, 400);
- J/ L* l) f% h4 U1 a/ W/ n - g.setColor(Color.RED);
{" B& s; A3 }' ? - g.setFont(font0);
+ w( J% n/ w$ u+ Q - let str = "晴纱是男娘";
& B6 ^0 O {0 A" N7 ` - let ww = 400;
! u, z2 o( v; P4 a - let w = getW(str, font0);, D6 l7 |( D1 n- F* N
- g.drawString(str, ww / 2 - w / 2, 200);
; h, k/ H7 I$ z1 L, L3 C4 t% z - }
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- const mat = new Matrices();
: ]0 ^: A( C! ?$ U3 J - mat.translate(0, 0.5, 0);& Y \$ S& B5 ~& D3 ]1 n
- ( f5 X8 g# w# u- A/ s
- function create(ctx, state, entity) {
0 Y% K% ~: m% ~5 w) T7 V% F - let info = { v. y7 b0 }6 f" D. s/ `- g8 U6 I8 v
- ctx: ctx,
6 V% b5 @$ c) S. c ^2 W) B - isTrain: false,9 m6 T5 l2 b* m+ _8 X. X
- matrices: [mat],
6 k) b% V! o& m9 Y- x- e( ? - texture: [400, 400],1 v: M6 J6 Z9 W1 G; a0 t' u7 D
- model: {7 J- ]/ B# t. Y# r" o4 R5 k. r
- renderType: "light",
% c9 E$ l4 x7 f8 x) K, G - size: [1, 1],0 |# k$ z) _( O3 u! s0 a2 M v
- uvSize: [1, 1]
8 W! z6 D1 i+ _0 R - }
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- let f = new Face(info);# k+ Y5 R. C& G. O c3 p
- state.f = f;% A. k. T& A& M [! J. _
- # t6 f, p# _) M1 i. l
- let t = f.texture;
; G3 } G* Z3 u - let g = t.graphics;# A9 e, C6 z0 N4 L5 E, Z/ [5 V# j
- state.running = true;% i4 l- }9 N6 T
- let fps = 24;
1 V2 z% p: b/ T' r - da(g);//绘制底图/ ^, M& i1 S- O" q
- t.upload();
. L# w2 c: m6 F5 ] - let k = 0;
8 U# f7 D0 j7 a$ r( ~% z - let ti = Date.now();2 P" G, A3 l- g2 j
- let rt = 0;
5 z: z; T: s0 F( a1 N6 i# |/ m& N" x - smooth = (k, v) => {// 平滑变化
D: }" y! k+ w7 q! \% }) k - if (v > k) return k; U p2 A1 c& h
- if (k < 0) return 0;; j6 m: q' |" {6 e
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
/ U6 N& N+ I% X; _: R9 v - }
. z% I# U, Y1 ~1 y - run = () => {// 新线程$ C3 W8 Y. `4 t& B' d4 S4 y
- let id = Thread.currentThread().getId();6 Q! m0 C" s8 S2 z' \- A
- print("Thread start:" + id);! h. a) _. Z( I/ C% L& S
- while (state.running) {
+ m* d4 s, h- X. h - try {! `9 l3 S* G- ?' ^1 r3 d
- k += (Date.now() - ti) / 1000 * 0.2;
6 W) K/ T$ g' }% ~ - ti = Date.now();
6 ]0 p7 e5 W9 b, J - if (k > 1.5) {
1 ?- }/ |' s0 W4 W, z - k = 0;
- X3 P" ]9 @$ ~# F0 _4 K6 [ - }9 ]0 V; b. n# r
- setComp(g, 1);3 o7 h. I0 Z% N) A
- da(g);; [% ], F6 l, X) b
- let kk = smooth(1, k);//平滑切换透明度
$ P% ^4 L5 Z& l4 z r5 [+ i F - setComp(g, kk);
# p; m. H5 }5 Q6 E' Z1 q7 R- K - db(g);, D5 T- [1 ]0 Q: H0 }
- t.upload();- s5 }9 |- ~/ S d8 K: v
- ctx.setDebugInfo("rt" ,Date.now() - ti);$ g# Q! v" r J% l
- ctx.setDebugInfo("k", k);* ]; I- r, N3 r
- ctx.setDebugInfo("sm", kk);
4 e+ A" _- S" w! u$ V3 G9 g - rt = Date.now() - ti;- w& R/ A; E* R# T
- Thread.sleep(ck(rt - 1000 / fps));$ x# @" h3 U3 h( T, A
- ctx.setDebugInfo("error", 0)
; X+ n( A' D4 J T" M+ @ - } catch (e) {
/ T( Z5 j9 V9 G$ ]6 T" c) m4 K - ctx.setDebugInfo("error", e);
8 J' s5 G3 R9 i6 A( ] - }
% \; r$ A y* V - }
0 k8 \( P: i3 Y8 u3 ^! R - print("Thread end:" + id);) I+ B/ {3 l* D% c) |) L# n1 a( W
- }
! o+ B/ m1 c8 e& b: h( t: _7 H - let th = new Thread(run, "qiehuan");- Z, o6 T7 V5 q3 g2 i" q/ q" i; _3 m
- th.start();! m1 t6 `" }0 w: M, V
- }
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- function render(ctx, state, entity) {( l: b! e' v: G0 u6 d5 g# E3 }9 p" j
- state.f.tick();
% w Q5 T9 \: P( Z3 D2 C% s - }
H" K" X8 N! ]; k5 N+ C - - [3 Z3 s4 B7 R& ]
- function dispose(ctx, state, entity) {
m* F8 P, T* d R' n6 w - print("Dispose");
! {( f$ m+ X2 f" n2 e - state.running = false;
' d/ i" |% i% X2 t( x/ z1 x9 H/ N - state.f.close();
" L1 h$ M$ t" ]0 _, w* X - }
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- function setComp(g, value) {# _ j! `4 e2 B! c0 b
- g.setComposite(AlphaComposite.SrcOver.derive(value));: o/ b9 x- I0 D
- }
复制代码 ! \& ?7 d2 U$ i ]$ n' \. `
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。& Z; {2 H5 m# m% t3 ~0 K" n
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; w3 B& ?; p& C9 _顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)1 M2 W- A' m7 R
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