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5 X1 N c0 i- _ e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。
4 ?: V* o9 ?: A! W( _+ a+ w& e- importPackage (java.lang);
4 r) c$ {" |$ Q7 L* Q5 z6 G - importPackage (java.awt);/ [, _! b& j' Y
- ) ]3 K$ J1 G) x) s; G# _+ `" ?
- include(Resources.id("mtrsteamloco:library/code/face.js"));: {3 ~. ]$ I1 L% k! X0 R
- ( g3 v4 L% \0 v. A
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
. c7 c+ _# G; e7 s
; X1 G6 d" r; M3 Y; {0 e7 ^- function getW(str, font) {/ ?# Y. V0 ~+ V; x
- let frc = Resources.getFontRenderContext();5 {6 p; W$ W1 w6 y. E! i
- bounds = font.getStringBounds(str, frc);
- G- k6 A5 R# n3 K+ ^ - return Math.ceil(bounds.getWidth());
& N) }3 r. h/ b7 H* ]* }7 R/ d - }
/ j$ [4 E. p* k# Z
+ D. l9 S6 k, S& b4 H- ~- da = (g) => {//底图绘制" [$ I- j( M% u C2 r, i6 Q
- g.setColor(Color.BLACK);6 z9 L7 t) E" H$ H, R
- g.fillRect(0, 0, 400, 400);; s' R1 f; g5 t6 h$ S, {
- }+ s) s ^( k$ K
- , S, P: c5 R( X! R" x
- db = (g) => {//上层绘制* y8 a" U1 I0 I7 c
- g.setColor(Color.WHITE);
% J3 w8 f2 W& d9 G0 ~& H$ q - g.fillRect(0, 0, 400, 400);
! j& a8 g% d( V - g.setColor(Color.RED);
- @$ V+ d+ p' {, y% G% Z# e) | - g.setFont(font0);8 q& T. L: E. W- {. Y u+ J
- let str = "晴纱是男娘";
/ @, V' e: X" G5 F: h - let ww = 400;$ z8 {2 h, E: j# v6 W7 j( g: P
- let w = getW(str, font0);
# @$ G0 B; w; u* A" b - g.drawString(str, ww / 2 - w / 2, 200);: p$ T, e O5 V* W+ ?
- }
/ k) i( }* b: p1 _+ P3 n - q8 I) B/ h7 q
- const mat = new Matrices();# Z0 X" N" R) n- A
- mat.translate(0, 0.5, 0);
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# Y% l, M4 j6 x x- function create(ctx, state, entity) {; d8 J" b6 d' D ^& g: _' |
- let info = {: M3 |( x$ b# h: e
- ctx: ctx,5 r9 {( s1 d+ S' H8 u* c1 {' ^
- isTrain: false,) t$ u, j m& p. A4 B
- matrices: [mat], s+ D, x# T' v3 R8 n3 r
- texture: [400, 400],
~7 C# l# g7 F6 m8 v: I4 `9 p - model: {
, }' O" v7 }! {$ Y - renderType: "light",
# [6 P$ N$ x1 J8 |* k: w+ _! Z7 j% X - size: [1, 1],; f' N# x; {3 h
- uvSize: [1, 1]9 d4 S0 i0 S( B8 n4 T; E
- }# M. T0 N2 a8 [9 j) u( i
- }
6 @) k( e( M4 \5 r - let f = new Face(info);
) F* d! k3 ^. Y9 K - state.f = f;/ j) G9 u- a; C9 g$ U2 [; _. I
& m" H5 \0 k8 {; `4 r0 m1 J; w# M6 ]- let t = f.texture;( x* j: p! M4 R. C( I( |' `9 w0 T
- let g = t.graphics;
* a, o3 g7 j5 n2 y - state.running = true;
/ I, K0 A* z( J6 Z/ a - let fps = 24;% x$ Z) a. x$ O. w6 g
- da(g);//绘制底图
% e: Y8 z N" k - t.upload();
, _7 y& d: B$ L" _. w* V# W - let k = 0;
+ u/ A. v' K# n1 s* U: A% |* _ - let ti = Date.now();, o5 j% K+ Y8 a% v( ~
- let rt = 0;6 M; Y1 T8 g1 B. n
- smooth = (k, v) => {// 平滑变化. a7 i9 Q& p. j
- if (v > k) return k;
( ~' F8 a, _6 Y/ u5 G - if (k < 0) return 0;
4 U- @7 G- R+ O - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;1 ?* n5 v+ k; K0 R% g
- }+ q" r% s; z( V7 t
- run = () => {// 新线程
( q ^1 N7 D8 X, j8 J" d* k* g - let id = Thread.currentThread().getId();
' _$ B, e; V* i: b5 L - print("Thread start:" + id);
2 [0 @9 A; ~' o5 N4 W - while (state.running) {+ t i" i. d P
- try {
; S; l9 T+ D' a# b - k += (Date.now() - ti) / 1000 * 0.2;
" Q8 _; b7 |5 a( u2 N - ti = Date.now();- y& n# w2 `+ E' }2 a- l8 \% ]6 V7 @
- if (k > 1.5) {
5 G/ a& }7 K; f' U% R8 x - k = 0;
, X% _3 b2 H( ]2 B+ G - }
# a) D- G+ q: m+ d& H - setComp(g, 1);
3 S/ G" Y' ~& Q - da(g);8 Q7 `& m" m1 [0 V# W+ r8 x5 o( M
- let kk = smooth(1, k);//平滑切换透明度
" `$ \8 [1 L) o6 n - setComp(g, kk);
, F. j1 t t/ r4 v5 ] - db(g);# M# m, l" G, C$ M
- t.upload();( s6 x) c7 O9 x/ g# z9 a
- ctx.setDebugInfo("rt" ,Date.now() - ti);; S: M5 i! _, N& k! f
- ctx.setDebugInfo("k", k);
+ d, K% y) J' g# d; J3 C - ctx.setDebugInfo("sm", kk);
9 \ ?0 v# U# U) f( X& } - rt = Date.now() - ti;2 o2 P' X1 X( t& U# h# @
- Thread.sleep(ck(rt - 1000 / fps));
" [7 N: @- u" E9 O - ctx.setDebugInfo("error", 0)! F/ U; W1 P+ L; g6 r
- } catch (e) {
4 ~, B+ b+ @! W' H/ v - ctx.setDebugInfo("error", e);
0 s7 \) w1 `0 N- F- ?. \4 [! x2 ? - }
O9 ]2 |$ B' r* r8 u - }# |" v. {9 R7 d8 `* _: z
- print("Thread end:" + id);6 t9 a9 W7 h9 R
- }( [7 w6 w3 x6 {; _
- let th = new Thread(run, "qiehuan");- l# k# f6 X x' S# }4 a8 t
- th.start();
/ U/ T. I0 a' w4 r0 O* f - }+ L8 T$ U; i- V0 p* B
2 @4 t& v5 }3 X: i" }/ ]* E6 V+ c- function render(ctx, state, entity) {
/ H( g0 ~/ G! E3 r; F - state.f.tick();; o3 _5 z& u" `/ b% M7 J: D% S8 p3 _
- }
E) a( U0 q2 t" b" H9 B - 0 O" t6 i$ N7 }/ F% Z) a* J4 z4 \5 ^$ |
- function dispose(ctx, state, entity) {; `: g& L: d \ k
- print("Dispose");; X: |: d K: X
- state.running = false;
# i Y) @3 B' j0 {1 W - state.f.close();
8 _ H7 [5 L6 @7 N y+ W( z - }
6 x: F/ w, ?# M- a
: G6 t$ N" n i' |+ y+ y- function setComp(g, value) {6 p7 V5 S! @; K& F. d, {% L) G( n
- g.setComposite(AlphaComposite.SrcOver.derive(value));
- }/ ?6 f0 D! e+ N. d - }
复制代码
! B: m" C+ ]5 ^ [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。
4 |3 L' W& k5 n7 B& [) I' S2 V! U, A
5 C2 Y7 @! K0 N4 {7 p8 j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 H( T( D$ Y& P$ q; {
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