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8 R0 _6 w0 ?6 u+ | S5 q2 @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 a8 q+ X' j- a4 T) }3 u- importPackage (java.lang);& x" {% Z- R4 e' e& M
- importPackage (java.awt);! V: k; y7 L3 E3 H `$ R8 Z
% ]1 F5 H# F. j/ f+ ?% V- include(Resources.id("mtrsteamloco:library/code/face.js"));
+ d% D6 Z7 Y- i( j. A7 d" _
% Q. S, \ D/ @) \9 _1 \- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
- h( a; _" ~( l& s/ j- H
) s; k; K1 m5 L! V9 Y- function getW(str, font) {' q7 Y2 t4 l8 M) N s" R
- let frc = Resources.getFontRenderContext();+ o+ [" @7 A3 Z) W% _5 Y- @
- bounds = font.getStringBounds(str, frc);- h) q/ m% w! J5 @! T" h
- return Math.ceil(bounds.getWidth());
, |( r+ q' B# i; T: z - }1 \5 l- R, G$ X/ Q! v* ^
* i2 T: [2 w. y8 G+ y- da = (g) => {//底图绘制
5 v- R# Z5 W, b( W6 C1 Y! U - g.setColor(Color.BLACK);; ~0 z2 A( j$ t: L
- g.fillRect(0, 0, 400, 400);
4 e$ P( [) @0 a$ M9 w2 ~ O( T, t - }
% s' A1 R- }' H
4 w2 v( a. o" s- db = (g) => {//上层绘制
0 [) F! H. H5 ?' [9 V. x - g.setColor(Color.WHITE);
4 v& Y9 I$ b" a6 ^" w/ _ - g.fillRect(0, 0, 400, 400);1 l5 F' f# M4 Z6 ^
- g.setColor(Color.RED);' z1 p9 z8 }1 V2 y
- g.setFont(font0);" c9 W) K Z2 ^( ^" ?
- let str = "晴纱是男娘";
% N0 j% }4 \# @- ^4 Q/ |" H - let ww = 400;
. `; l: |6 n6 W - let w = getW(str, font0);
/ P4 ]+ G1 T" G- Z0 z3 U0 H$ D. \ - g.drawString(str, ww / 2 - w / 2, 200);
) i( }/ @0 A. s0 \8 {8 d - }
3 ~+ p( R' {5 i, E0 p; @ - 7 ^" t& H) k, n# ~% _
- const mat = new Matrices();4 C h5 @' i2 S8 ~! }) y4 I5 ~; ^
- mat.translate(0, 0.5, 0);
; T8 ~! N9 N& B N( C7 G$ g - 7 J" o5 X7 b/ N( z
- function create(ctx, state, entity) {% j2 g/ f& s' T h9 c8 W2 U* e
- let info = {
7 d! S5 ~& p) L+ N6 _ - ctx: ctx,* e D& N6 f' N6 N3 I( F( c* q
- isTrain: false,
# K) J) K; Q& K) W/ ? - matrices: [mat],
4 q. G. }; m: S- s& _ - texture: [400, 400],2 K& T; {( E: K. t0 G+ r5 g
- model: {
+ i; L O* P0 i6 E$ ]% e& | - renderType: "light",% ]% c; p1 k6 z3 a
- size: [1, 1],
' Y8 | H% q( u - uvSize: [1, 1]
0 g9 ~. O4 m; { - }6 M: ^; k, i/ O
- }2 q; l$ A$ U6 x3 l9 B6 q0 x- i" Y3 }
- let f = new Face(info);
- h3 H6 t+ F3 x0 G - state.f = f;4 S0 W0 @# S- ?: A
: ^+ O- ?+ ]8 w; e" C- let t = f.texture;
3 Z, b# W& O/ D8 e, {9 l4 ? - let g = t.graphics;
! S4 S' K( O) o# h) G* { - state.running = true;+ z q& A# Y! K8 y3 U
- let fps = 24;- j3 l; ~) S) l' o
- da(g);//绘制底图' m. [9 G# D* R! A
- t.upload();
* P1 k" J4 x- C4 {+ `; E - let k = 0;0 \6 k# E, {! ]' i6 y- {# |. a
- let ti = Date.now();
% \4 _& P O1 X! Y. t - let rt = 0;) S1 i1 X+ q5 ?; w# F- ]
- smooth = (k, v) => {// 平滑变化
* z# P7 J. v' L0 f - if (v > k) return k;
/ t1 J% L3 v7 D# X - if (k < 0) return 0;; P4 a+ t0 K7 y/ D2 u. p
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;: k) U$ C% G4 D c
- }9 F9 O8 a* A) Z3 a( p6 m* A0 ?8 @
- run = () => {// 新线程
, b/ Y# I) N3 [0 Z+ g3 |, K+ p - let id = Thread.currentThread().getId();
, n* ?) l/ z( K1 G - print("Thread start:" + id);
% g0 R$ b9 G3 g, b+ H5 ?6 k! r - while (state.running) {
- Q, s) r; U; I - try {
: v; K9 Q& S* u# j, l8 R/ Q. @, P7 U - k += (Date.now() - ti) / 1000 * 0.2;
* `* M5 q) d, ? i, H* H - ti = Date.now();
- ^- S( y* d, v" _ - if (k > 1.5) {
5 d9 R5 a2 g* K% B/ b& x - k = 0;8 ?, N5 O. Q8 Z4 K. J+ i
- }: @, _# d3 y. M( j2 X6 F8 q. F
- setComp(g, 1);
% D8 k4 o: J& t - da(g);
4 C; m9 X4 s! Z9 F - let kk = smooth(1, k);//平滑切换透明度
3 h! l2 ~) i! r0 O. N% K/ ~- G - setComp(g, kk);3 e( l6 _6 K8 Q: I
- db(g);3 a/ h. g/ g+ q7 U4 L& _
- t.upload();
9 q+ E- { ^& n# x! L - ctx.setDebugInfo("rt" ,Date.now() - ti);' f% p3 p6 A+ u: ?- y! |3 { B0 D- U
- ctx.setDebugInfo("k", k);: K$ E5 L8 G1 E8 g; B
- ctx.setDebugInfo("sm", kk);
' F4 j2 v6 ~- k; | - rt = Date.now() - ti;
& V* O' |* m6 O+ z4 q( W- ~ - Thread.sleep(ck(rt - 1000 / fps));' x7 j9 E" @1 V" _. F
- ctx.setDebugInfo("error", 0)
% }% l* c6 l% ?8 a/ q4 B: ~: V - } catch (e) {+ b6 v( ]9 B9 {4 d2 d. S/ e
- ctx.setDebugInfo("error", e);" o3 G. u0 k8 ^0 ~6 j4 S
- }
: q$ ~) m, U, p6 \ - }) ~8 D0 E7 A' r( }2 {( v* w8 K
- print("Thread end:" + id);' C8 I5 |( F' Q
- }% N n% ?1 i1 ^0 |
- let th = new Thread(run, "qiehuan");* n; a5 T- ` Z- W4 }
- th.start();9 l$ n6 r; Z' s% p7 B9 }& T
- }. u2 v( t1 L* l! J* z
- @4 } ~4 w! e( ^# W
- function render(ctx, state, entity) {! R" n4 P" E1 e
- state.f.tick();
" C. u {/ F/ b( g# ] - }- C- }. r# h5 R" g* r0 A
- ! q: s0 S, x3 u- m
- function dispose(ctx, state, entity) {
9 f1 M+ S" @' W& f1 b - print("Dispose");
! Q- ~% g% h7 S5 \6 {2 O2 R% z - state.running = false;8 X b* ~ ]- _; J" [8 o
- state.f.close();
U2 ^& M3 {9 B - }- ?1 g1 r( q) a; r8 Y
; Q2 ^+ z1 Y( M3 l# B* t1 w- function setComp(g, value) {
) a( z! S9 u$ U: \0 u6 O( Q - g.setComposite(AlphaComposite.SrcOver.derive(value));
/ T7 V3 o" W9 n - }
复制代码 . O9 o& | O9 t* t1 \' o
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。/ q8 r) K2 m5 N- R' h, m
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0 B4 e) K4 _% y( A顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下) Q* d$ \: C# Y
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