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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。
# h4 q, S9 J9 @ z; U8 }% ~9 ~- importPackage (java.lang);
' @ ~. k4 f7 m& x7 W* N, O, k - importPackage (java.awt);
9 v3 ^/ y! I7 E
2 D" J' z P0 C$ `' I$ e% b' `- include(Resources.id("mtrsteamloco:library/code/face.js"));- M* r% L8 Z5 {5 `& J/ J+ ?# r3 x
- 1 Q" D: S9 Y; H# }& P
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
6 X. S' }3 B, k) s( c' x - 7 ^' `2 I* m% o7 A4 I$ M) [
- function getW(str, font) {8 F' @# u9 B2 o Y
- let frc = Resources.getFontRenderContext();# K2 F: o8 X8 p( ]+ ]& W; P1 v
- bounds = font.getStringBounds(str, frc);0 ], e" `$ ^/ ?9 G
- return Math.ceil(bounds.getWidth());8 c4 x) v6 `$ Y, e. K0 e: h6 S
- }
4 @8 S; q0 q3 D1 F6 }! ~8 W
( f: ]8 g6 X1 o- v- da = (g) => {//底图绘制) r3 D& g6 |8 S
- g.setColor(Color.BLACK);/ z2 X q4 X G% {9 l
- g.fillRect(0, 0, 400, 400);
8 U4 Q8 C: Y" M9 u- T) R - }
, i) ^7 u0 P$ ~# s" ^6 ^$ a
& N6 o6 O( x, W- db = (g) => {//上层绘制
3 |2 S; `& m0 k! c, ^- h* {& M - g.setColor(Color.WHITE);/ l9 M5 H! H# H2 N6 O
- g.fillRect(0, 0, 400, 400);
; u7 p) H M7 a4 ~ - g.setColor(Color.RED);, W; x% s4 t! L' P" B2 U, n
- g.setFont(font0);
+ B7 {/ Z v3 h! Q6 t8 N - let str = "晴纱是男娘";$ `, x1 Y/ G3 E9 }- L
- let ww = 400;6 e q% [4 G( L, r, G
- let w = getW(str, font0);3 l0 ]5 \. \* f6 C, E# [. [9 T- D6 |
- g.drawString(str, ww / 2 - w / 2, 200);6 ?, {. N3 T/ u& B' t2 o" C
- }
4 L: @3 U, ~0 D" N7 J4 _4 e+ w: E' M; s - 2 |+ k9 j$ X; z& F1 b
- const mat = new Matrices();+ f! F7 ~1 M% j* \/ [
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
9 y2 C0 @3 C; l - let info = {
% [" w! @1 D8 u X - ctx: ctx,
* `3 Z' {+ \& s8 r, {' l. ? - isTrain: false,! w$ w) b* P0 ^' N& }) a$ Q, I3 c1 B3 T
- matrices: [mat],
: G9 ]6 W$ p, {( A' d* V( w2 h - texture: [400, 400],
5 X5 {5 P4 l" M" t2 Q! O2 t% v# m - model: {2 ^- t& p6 q, Z, U( n& |1 }
- renderType: "light",
5 Z# d4 \/ A! |* j8 M+ i: z# U - size: [1, 1],+ ^. i2 L+ p. V9 M& W
- uvSize: [1, 1]
# N, T9 {$ h# F2 H! W) d; n5 \& A - }
1 I7 j3 e* O- y9 q0 C; \ - }
' g1 [$ L, E2 y4 B9 f: E - let f = new Face(info);. }! M+ ]8 I9 w' `- y
- state.f = f;
5 e* o% D+ c J5 ?
6 b, g. ~0 q' H% t+ A0 \. n- let t = f.texture;# i9 D5 }; j% c3 s6 n Y! B0 e; Z7 r
- let g = t.graphics;5 y9 v9 m) T0 D( D3 U3 X D) ?6 s
- state.running = true;
+ n8 ^/ R& {: ~& n4 p: A& `* c - let fps = 24;" \# y0 o# r7 \+ {
- da(g);//绘制底图
4 j: u4 }; ]/ S- x+ } - t.upload();
1 ^3 d R7 r! d - let k = 0;
2 N4 R0 H/ ?6 D - let ti = Date.now();& L8 m: M# I2 d# K, w. y Q: {
- let rt = 0;0 W# K# _6 w5 m( K
- smooth = (k, v) => {// 平滑变化5 }( j7 o' s _$ T
- if (v > k) return k;
$ [+ v0 ^; u+ b& t! A; x1 F - if (k < 0) return 0;! e$ ^$ V2 {# t$ \, y6 y
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
5 k1 D! C8 R% ]4 g( x8 Y0 l1 L - }
( K& o& S' j9 {9 E9 O' ?) o+ L - run = () => {// 新线程
1 `5 p6 a; P& q - let id = Thread.currentThread().getId();
6 P' C) u- N+ ^ - print("Thread start:" + id);8 G; M) ^. P1 \3 b
- while (state.running) {6 Y$ w' X2 x8 q3 d
- try {
" N1 _* P% T) u* o3 g1 }0 q& w - k += (Date.now() - ti) / 1000 * 0.2;+ h) I$ k1 J1 Z
- ti = Date.now();
% d, f. ?0 d# o - if (k > 1.5) {
9 G' E% d$ x! U+ M& O# {) y* ?8 t - k = 0;0 e" p* i( I& H# l1 `+ r; p+ {
- }
, ^0 [% w6 p2 W9 Q - setComp(g, 1);' q) M: g$ `) Z% t d3 z
- da(g);$ ?. G( _, c2 K; o0 i( `
- let kk = smooth(1, k);//平滑切换透明度
3 b, B5 ~6 I3 a8 A4 i( G - setComp(g, kk);
& H+ I& h# } M1 t& u: H - db(g); j/ U- G6 f7 f" p
- t.upload();
0 t" w: K, I1 p4 U+ ?+ A8 O1 O; @ - ctx.setDebugInfo("rt" ,Date.now() - ti);
9 @, _6 m9 I' a& V! d+ d - ctx.setDebugInfo("k", k);
0 k- J5 O+ Q9 @5 Q& y - ctx.setDebugInfo("sm", kk);% s7 C0 t% h) x5 w. |
- rt = Date.now() - ti;9 T3 ~9 s/ Q2 B" ^; ~$ Q
- Thread.sleep(ck(rt - 1000 / fps));0 r' J4 O/ X4 w# }. F
- ctx.setDebugInfo("error", 0)
. t, d4 f, A# u2 _ - } catch (e) {
, _9 g5 n: p* `: M1 H: }0 z. I8 W - ctx.setDebugInfo("error", e);
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- }
; {( j- P$ {! o( V! i0 {9 i) } - print("Thread end:" + id);
$ \: U. z5 L( O: g' {6 I9 e - }
' D2 f: K; ^# ?, `2 M - let th = new Thread(run, "qiehuan");
6 Y, |* |. x( ^ - th.start();
8 }) l; U) c, P1 n: ^/ w# o1 ` - }7 ^: v1 j& z& u5 t/ g2 z1 e
5 X& \9 ~; D: Q- f. ?- function render(ctx, state, entity) {
* J3 i1 \6 x) D7 f) i - state.f.tick();
; ]' x1 ?. b; B+ Q& |2 @6 k6 C7 p - }
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) F$ V) P* t. k- function dispose(ctx, state, entity) {& z/ \$ @% H9 s) X: |
- print("Dispose");
9 |" R4 z( X% ]8 n% l, s - state.running = false;0 {0 f* g6 d( @0 ~2 x( `7 P3 S: C* E
- state.f.close();
. n; E" x6 T) _0 G7 y( Q - }
) O. w2 {4 _; C8 `8 Q" a, s
4 M q+ p4 X9 w! T, q; }. v- function setComp(g, value) {3 y' J7 I+ O5 t7 F+ J
- g.setComposite(AlphaComposite.SrcOver.derive(value));
+ R' k0 e5 v+ k, Y1 w9 M. E - }
复制代码 ( ?; I: K! [ Q9 E+ C9 \
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。& o i8 G- S1 G* }
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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), F1 `, ~0 J* g4 m6 G& O
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