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; ^7 ^( S4 |( d( z, A) a& ?, O) Y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。
& y7 N$ P) {; @3 |2 a- importPackage (java.lang);( B% n3 V0 u- i \0 n2 d
- importPackage (java.awt);8 a& o3 W; {8 b. r
) I3 K' @9 Q2 x- include(Resources.id("mtrsteamloco:library/code/face.js"));
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3 W% c4 [. J( |1 x) h5 t0 n& C- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);$ s1 i7 x8 m+ _) u7 C
- , ~ `& ]0 ?2 S9 B- J
- function getW(str, font) {
+ ^5 C1 U+ M' U | - let frc = Resources.getFontRenderContext();
% @6 ~/ z% d, [ X9 ` - bounds = font.getStringBounds(str, frc);
8 {2 Z7 r) d Z2 r2 K- q/ H - return Math.ceil(bounds.getWidth());
7 R% l7 l+ b7 d% ^7 _8 k - }- }9 Z% v3 ]2 `
/ X' e f1 S2 A) T- da = (g) => {//底图绘制
* @1 s4 C/ c/ }' ]# a - g.setColor(Color.BLACK);' C6 U9 |2 Q! @
- g.fillRect(0, 0, 400, 400);0 s2 ^& b- H. p+ X0 q" L
- }2 ]' r* F9 ]- @6 y, K) E' b
- D) h' ?# Y/ S
- db = (g) => {//上层绘制' k1 {( E% ], W$ q) t U
- g.setColor(Color.WHITE);
# N* F' b( d" O- t3 G) D - g.fillRect(0, 0, 400, 400);
7 u# S+ s/ J. F9 R7 \ - g.setColor(Color.RED);
7 Y. Q+ o4 ]0 {" A6 l8 L: r - g.setFont(font0);
6 M5 h; N" P) S7 X3 ] - let str = "晴纱是男娘";- r, y/ J2 ^- Z1 q7 G* {' |
- let ww = 400;# l4 l/ s8 I1 R1 ~/ q9 h+ ~
- let w = getW(str, font0);
' y6 D X& D5 a; M - g.drawString(str, ww / 2 - w / 2, 200);2 ]/ o, K8 {! e7 V* p
- }$ r- d9 R0 [3 D! t' @* P8 R
- ) k, {# u3 B9 W1 E
- const mat = new Matrices();
' _; w. m, t- Q' H - mat.translate(0, 0.5, 0);+ g$ @9 `& _" W
- , n5 r( o; m5 s4 j: a
- function create(ctx, state, entity) {8 D9 y& t; h& u% \2 W9 S
- let info = {
, m. d0 \( P" [( F - ctx: ctx,
7 @0 B: x) S2 Z - isTrain: false,9 v9 }( M8 {0 g/ z+ p
- matrices: [mat],
, g X T# P2 d, c5 S - texture: [400, 400],0 C3 T- o! k8 {$ _' o& ^* K
- model: {0 C- ^# N5 D& v6 G$ ?7 m! ^
- renderType: "light",
6 H/ N5 e3 F- ?, j1 e - size: [1, 1],
4 S0 B: f9 Z0 g) t - uvSize: [1, 1]$ O& y# v& Q. i$ M# c6 K* L: t
- }& i3 U7 R$ D- L8 y+ Q$ e
- } P/ _( S0 x3 X4 w/ y6 p+ T
- let f = new Face(info);4 A1 e1 W/ P. b7 y
- state.f = f;8 g \$ B% j- b% H' t# u
- 5 j8 z. d6 h% W& ~
- let t = f.texture;
7 d% v v3 U. S; Y - let g = t.graphics;
. n& T: s) Z- z5 k5 ~ - state.running = true;1 U9 J8 z9 x8 R# |! g6 m
- let fps = 24;
: G4 A) s0 w% H) V4 T0 |/ w& g% ~ - da(g);//绘制底图- C; r. u) W$ J) h
- t.upload();
( W0 H& g+ t$ B3 a - let k = 0;' `& ?6 S. P6 e$ K
- let ti = Date.now();
5 [/ A' W* [/ l& l- L - let rt = 0;) I, D, c) c- v; E$ N
- smooth = (k, v) => {// 平滑变化
2 a" E* F4 ~1 ^; T& H# p - if (v > k) return k;8 e5 e5 r7 Y& M M$ I( H2 v1 g
- if (k < 0) return 0;
, c5 z- ~- h# s6 @* n( A' h& M - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;* A& B/ W1 o# F# ]6 ]8 K7 R1 o# K3 |
- }
+ n& U( V4 z* P& ?* V! n - run = () => {// 新线程
& c% P. i( p3 x& x! }6 B - let id = Thread.currentThread().getId();4 L) x+ t. L6 @/ r& x- x& H
- print("Thread start:" + id);
U: O! M: ~; T: g - while (state.running) {. r; b1 r; ], P/ ?9 Z
- try {
% X' c8 O' y- @* R' d& B - k += (Date.now() - ti) / 1000 * 0.2;3 P* x6 h0 [7 ~8 e' }
- ti = Date.now();* t6 U8 m- o( \0 ]# Q, X4 J
- if (k > 1.5) {4 E0 n9 \* c& C- E* ]
- k = 0;
( u' x8 F8 f! A8 p9 [) N - }
8 ^! ^% A2 ]0 R% Y+ l5 P" U, r - setComp(g, 1);' v, l1 r7 G. `8 u3 M5 Y0 Q1 J
- da(g);- d! R- v2 X* {2 K1 m6 o# H
- let kk = smooth(1, k);//平滑切换透明度
7 ~5 y9 O: }5 \# U - setComp(g, kk);
7 M. L; G8 R8 |5 N0 f - db(g);
5 W9 |. h7 H' \) G) ` - t.upload();
/ Q! P5 z9 U7 x9 g" L) d8 p - ctx.setDebugInfo("rt" ,Date.now() - ti);! `! u# ?9 g. [! o1 P
- ctx.setDebugInfo("k", k);7 l- ^# v" H8 r ~1 C' [ T
- ctx.setDebugInfo("sm", kk);, L% M4 J0 S8 h: c' q
- rt = Date.now() - ti;
, L8 b/ s4 ?# I# Z8 C7 n5 T# P - Thread.sleep(ck(rt - 1000 / fps));, ~0 W. N4 [' B, Y6 q
- ctx.setDebugInfo("error", 0)
! v( ?7 ^% I; ~ - } catch (e) {+ _* C$ |: g5 g2 D% P( `; I
- ctx.setDebugInfo("error", e);% e: R- b; W. q* U1 w
- }! i5 R' C% j# N$ X
- }
2 W t% Q3 D' ?, a - print("Thread end:" + id);( `' s$ ^ v3 m$ j: [' z; F
- }" @) f b, \( S$ S( P8 v6 G( \! \
- let th = new Thread(run, "qiehuan");
3 z" ?& r* Y4 g - th.start();
( {( K% e* \3 l4 Q8 ^9 q& W- @ - }: s4 _9 J) b* ~
- 6 i& P4 R6 _0 ?& h
- function render(ctx, state, entity) {% K% t1 l3 Z3 I. v/ L2 Y5 Y4 }
- state.f.tick();7 t( X/ [; [! l% b1 L( ?
- }
7 c) a; A, G6 q! U - 9 ?' }- X3 v3 J9 w
- function dispose(ctx, state, entity) {
4 H0 u- g$ v; u* e5 V# G/ [ - print("Dispose");
% p% s& R |: x) O6 A1 G8 C - state.running = false;
: T! c3 s& B3 E# V0 N- j8 Z' k ` - state.f.close();
( i, `4 W7 P: Y) Q! c1 r0 C - }
! ^- s: m/ R k# T0 u: ~- W4 p - / |6 R# Y" e& {$ U+ O& p5 e
- function setComp(g, value) {
# h' w1 m& u5 E6 i - g.setComposite(AlphaComposite.SrcOver.derive(value));
3 q; {0 R$ E5 a; [0 z8 A# J G" e F0 p. } - }
复制代码 7 R( a. J! \- f0 {5 k
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。2 l: N2 h" w8 O& L6 f! \- ^
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6 ]" O& H4 m+ j' a3 i$ P# a" T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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