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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。
5 k8 b6 `2 [- S1 U+ Q- importPackage (java.lang);
% y: c/ V% g+ Z+ p- [1 D- a# U- c - importPackage (java.awt);: [( c! p9 `6 {8 l, \
' \( B7 ~6 R4 I' j' q- [% i4 [- include(Resources.id("mtrsteamloco:library/code/face.js"));" r5 U6 ]' M4 V
- % b( F( l# ]: L$ R/ V9 d$ ?. P5 e
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);$ M3 ^9 {/ V4 d. `& B* Y# C! o
7 ~8 j' b# ^6 ?5 x. e- function getW(str, font) {
( N% H+ E' R( L& B - let frc = Resources.getFontRenderContext();
9 i- z$ ~: f0 m! ?% _ - bounds = font.getStringBounds(str, frc);# @- x' ], e! k7 C% R: r4 _
- return Math.ceil(bounds.getWidth());
6 Z$ R- N) x0 n0 p2 |5 ] - }4 W- ~- ]7 D# w3 I) s3 G% n3 V+ [
- # } n* I$ A8 ~8 |! [1 M' s
- da = (g) => {//底图绘制
. x! J7 b0 M* F) [' Y7 i' i - g.setColor(Color.BLACK);6 a, F4 j' u: A, f3 J6 [; @
- g.fillRect(0, 0, 400, 400);
' l& v' ?. v# D3 G - }
' `4 B- h( I& r, r - 9 x: ^1 k" O# s% P
- db = (g) => {//上层绘制
# F) s }9 J8 |6 G B, Q" P - g.setColor(Color.WHITE);" {* k9 _( A9 q3 q+ R
- g.fillRect(0, 0, 400, 400);
3 d c0 S* n* N' _8 \ - g.setColor(Color.RED);
0 ]3 |2 C$ j5 P. ]; v - g.setFont(font0);
! G# a# u9 U* @% V, t+ e - let str = "晴纱是男娘";+ \0 l+ T& e2 Y2 C5 \) w5 B P
- let ww = 400;
7 [4 `4 L( {/ y" b! d9 ? - let w = getW(str, font0);/ L1 o" i( H9 z( T
- g.drawString(str, ww / 2 - w / 2, 200);
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- ' [+ r" g8 f7 m! X
- const mat = new Matrices();
) Z7 g% }2 y b# z - mat.translate(0, 0.5, 0);* d A/ K5 J J* V, R. V2 X" `
% B5 |" i5 S" y, a: K. D; P- function create(ctx, state, entity) {
4 ]- v* [- `' f3 `1 u/ q# r - let info = {9 }- D; B2 y$ w! F, h0 F9 e
- ctx: ctx,) m& U2 v0 F) _- \& j
- isTrain: false,
% G2 ` _. @% D# @9 w+ |3 G - matrices: [mat],+ t! _ X$ V% M h/ Y9 h
- texture: [400, 400],
: Q2 J4 G3 N/ }" C - model: {
( _ @1 `/ S8 X$ F Y" t; A - renderType: "light"," ^0 w& R' b; ?0 a7 ~. ^
- size: [1, 1],
- u$ \, n" ^5 M - uvSize: [1, 1]
6 [8 V2 [. L7 V( e4 K: s& {/ _ - }
3 C& z; r. O6 D+ U- Y - }
$ K' ?7 |' B( d7 B9 \ - let f = new Face(info);
: X! P& q1 g% u4 u" ] - state.f = f;7 X. |+ U9 t1 y2 q; n0 M# }
- . e1 d) N8 I/ }$ r& i
- let t = f.texture;) l3 j+ z% F3 P6 u8 o
- let g = t.graphics;
! n3 `& a4 J4 \$ T$ T" o0 w4 \6 J - state.running = true;
( }2 R% W. x/ m6 E$ h - let fps = 24;
) h0 _3 [$ d- G - da(g);//绘制底图
% J* i9 I1 g( t: c - t.upload();
; v+ m5 w6 `9 i& V2 v - let k = 0;2 J% v- L' @; w4 j$ t3 J# N- r
- let ti = Date.now();
% q9 V3 T: b7 `% {( _8 r - let rt = 0;7 I* G y- v9 K
- smooth = (k, v) => {// 平滑变化/ a% N% i. h2 A# q
- if (v > k) return k;
( b6 G6 I7 S+ P) Y8 w5 n q9 { - if (k < 0) return 0;" i4 r3 m9 y& c2 m+ { y
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;; c# c8 }4 s$ l
- }4 g& O9 z4 k5 r
- run = () => {// 新线程
2 r! ] m5 F7 B - let id = Thread.currentThread().getId();
9 a* h- C) M. N# k) Q" x - print("Thread start:" + id);
8 a9 M+ H1 v Y - while (state.running) {
/ K0 D5 [: w' z2 J - try { [2 S( J" P" U
- k += (Date.now() - ti) / 1000 * 0.2;3 M/ D% K* s/ N) I" D5 g: C
- ti = Date.now(); b& W2 B: e* j0 t' b
- if (k > 1.5) {# r$ U& w' M, N
- k = 0;9 G0 D" z1 o3 \, W& s& f/ p
- }7 {! A+ b: Y. F; H' T5 L
- setComp(g, 1);" K' T6 r+ O& {2 f* J5 U
- da(g);2 X5 ^1 t1 D; Y/ s2 g* d
- let kk = smooth(1, k);//平滑切换透明度% e9 Y! ~* f. t
- setComp(g, kk);0 i a5 M% a% T- F6 }% H9 u$ R* ~) [3 \
- db(g);
1 d0 E0 }3 c' C# b c$ C# q* k - t.upload();
4 ], ~& h9 [, y/ P9 X/ w - ctx.setDebugInfo("rt" ,Date.now() - ti);
9 |- v/ Y! V, E/ _ - ctx.setDebugInfo("k", k);
+ w4 L3 J% J, e9 \( E% n7 N - ctx.setDebugInfo("sm", kk);8 @) N0 [8 T- V6 v) e
- rt = Date.now() - ti;
; }- F. s- Y* I; E; j - Thread.sleep(ck(rt - 1000 / fps));
$ g" [' e6 ]! k* R& Q$ m - ctx.setDebugInfo("error", 0)
v) J' H( i/ [. g6 I - } catch (e) {0 O# X" x: m" T& ^
- ctx.setDebugInfo("error", e);
+ `+ r5 n1 A4 J! j& { - }
. Z* I) O; X! v - }3 s# Z& B* o/ x+ X1 N* I5 A
- print("Thread end:" + id);' H+ y0 S6 I& _# S( a
- }
( d/ k( ~ I' _& k* R3 a- @ - let th = new Thread(run, "qiehuan");
Y8 m8 j* E/ [/ W" z7 Y5 E - th.start();4 Z: J" y. d( v: q( ^9 f+ ?$ U
- }, t* d3 g* [2 R( o M8 R9 K
$ A' x; a7 r9 e' w- R9 E' S2 x& v- function render(ctx, state, entity) {
" Q: r$ ~) [, E. k9 ^+ o - state.f.tick();
" a& t6 a6 x/ s* k7 _& U - }
' a' Z1 f$ Y1 b9 ?' i" D2 N7 G3 Y - , L3 e `" P# T( D1 i, Q
- function dispose(ctx, state, entity) {
' t; L. f8 C0 F& e/ n. \; ]8 d. _ - print("Dispose");' H. v4 v+ p/ H" n$ X: v
- state.running = false;
R9 X8 R9 _8 u/ N' S - state.f.close();
3 w, d" c- h3 A4 |. p+ w - }# r; S; C! q" Z+ Z( I" q) a' T# u
; t/ A. M9 @2 e+ D% `* e- function setComp(g, value) {
2 m* s* F+ i0 N, P8 w - g.setComposite(AlphaComposite.SrcOver.derive(value));' a* s3 B2 h; R. r2 p Q( k J" V: t
- }
复制代码
7 z# j% ]2 [5 u( M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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1 r1 h9 d( p3 j$ ~" D, M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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