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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。 Z6 z# T; v7 q& M) N
- importPackage (java.lang);
( F# ^% k- v' ~6 O - importPackage (java.awt);' a; a3 f' D! Z( B# B
d& _( i* ~$ d3 Z, d- include(Resources.id("mtrsteamloco:library/code/face.js"));
0 X2 D$ m/ E* D2 i0 i/ ` - - H/ k! f+ m" {
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);1 Q1 t' s9 \' O! ~4 C
- 0 j5 z+ P3 G$ B5 ?
- function getW(str, font) {
2 j. P$ p0 r1 \, Z - let frc = Resources.getFontRenderContext();2 O! v* _# E( ]; U( Y
- bounds = font.getStringBounds(str, frc);
: O/ j! q! l, ^3 U& v& ] - return Math.ceil(bounds.getWidth());4 M0 V& ? u& ]. }* I
- }- |. }2 }) _7 v: ~, s- z/ d/ x5 Q; @
- + a, q( b/ G6 p0 w( J+ [% m
- da = (g) => {//底图绘制. V4 c8 g: ]* F) `! X* R
- g.setColor(Color.BLACK);
% q% t+ z! e4 @' u4 h - g.fillRect(0, 0, 400, 400);1 k# H/ Q& i3 O0 e H" R
- }. Z8 V+ e! g, A
( [ q4 _* a0 f, [+ ?- db = (g) => {//上层绘制' ]0 C" p* J' O* h, K
- g.setColor(Color.WHITE);
0 i$ l& k9 t7 f, s+ I' ` - g.fillRect(0, 0, 400, 400);& R: J, L& W0 h) ^% @
- g.setColor(Color.RED);8 u' p: O4 K3 e0 t5 t/ w- E; X
- g.setFont(font0);
2 N$ {# ]2 Z* y* I% P F, {1 b - let str = "晴纱是男娘";
( U) l3 K0 K7 W* J, @% P- W - let ww = 400;, Q+ h* d7 U: i ~6 v3 h
- let w = getW(str, font0);' w. I8 q' b- _: p1 r
- g.drawString(str, ww / 2 - w / 2, 200);
& b) f' T* y8 E" c" D: \5 L( j - }
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" m+ J8 t( T# l9 |. F- const mat = new Matrices();
, i. l' [* @6 r% e7 S) P0 C7 \6 L - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {% z7 l, q% f2 S, L$ ?5 x! m
- let info = {
. x( `* E9 |6 R& v2 x - ctx: ctx,1 C" Z2 |1 R5 o, R. `" k: y
- isTrain: false,
( ], u. K: b+ P: e) F) o% W- B - matrices: [mat],& d! z: h. F- M1 @ _- ~) Q
- texture: [400, 400],/ X# N- F6 H5 ^5 z
- model: {2 x- Z# c. u. g
- renderType: "light",( ?. ~' w9 _/ z+ X7 j6 h: e6 l- J
- size: [1, 1],
, l) `, Z& j. k4 Z) J7 A - uvSize: [1, 1]. X5 P8 n' |# `3 _ q4 ~
- }% u, ~ c5 Y! l2 W7 V
- }$ i7 k0 R/ E3 Y G5 d
- let f = new Face(info);
6 C U6 r! G1 w) u9 ^( M4 }3 l3 Q - state.f = f;
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- let t = f.texture;
3 p4 v" W# W9 H9 a6 D2 _ - let g = t.graphics;
+ U. s# Y: V# b6 {& ?+ ~: ]# y/ M - state.running = true;
' v5 I% J9 v; Q" A7 j" j - let fps = 24;4 d' |4 c0 h- O3 R: H7 p
- da(g);//绘制底图. ^7 n, Z, a, @6 l- s# A/ L
- t.upload();5 V/ e; w" [+ e2 ?1 X+ T% ~
- let k = 0;
# A% A- }3 q8 H8 k: S$ n1 W - let ti = Date.now();
" d5 W6 K9 h6 \9 Y- J" I1 P& W - let rt = 0;+ b: L* T4 @6 n2 g( A
- smooth = (k, v) => {// 平滑变化
* {5 u7 M8 F+ Z+ h6 y: W - if (v > k) return k;
1 [' U0 ]7 d, h8 ~ - if (k < 0) return 0;
; [6 J9 m- {. K" L* ]* J( w" B - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
' l0 V8 A+ Z8 Q8 f! q1 u - }
: X4 E5 b1 E+ ] - run = () => {// 新线程
( X2 L0 p& ]; b - let id = Thread.currentThread().getId();
& m& G; x8 Q% E! K& a - print("Thread start:" + id);5 ^/ r$ j m! R9 ~3 B
- while (state.running) {
( X* K- @2 W3 c) K4 o- a" Z2 q - try {* o/ J- {. d) r
- k += (Date.now() - ti) / 1000 * 0.2;: d5 {7 P, |0 g- k* K: ~
- ti = Date.now();# X1 c" x8 ]: a& r+ g4 u, Y6 x
- if (k > 1.5) {
8 R1 e G. S8 P& i - k = 0; V) ^* @) j t* v- B9 m2 _+ Q
- }
$ `, P" ]- q; }) P& w - setComp(g, 1);# t& N# u* w$ S- K2 b
- da(g);9 }4 f' @9 R: ]' a8 a# b% v
- let kk = smooth(1, k);//平滑切换透明度
8 W( b6 T: J# ?4 { - setComp(g, kk);- e0 Y! N& [8 f# J4 z5 N( j
- db(g);
# m9 m" V! }6 s3 ]+ o3 \) F ? - t.upload();* p4 N. z/ D9 D; l
- ctx.setDebugInfo("rt" ,Date.now() - ti);% T' ]8 T' l) U: z5 l6 e1 R3 f1 T
- ctx.setDebugInfo("k", k);
. p* G9 w x3 C - ctx.setDebugInfo("sm", kk);
( Y, C3 c( c/ @( h& u- N - rt = Date.now() - ti;
8 C: C% Y- X8 V" y - Thread.sleep(ck(rt - 1000 / fps));
% @2 }3 g9 P. ?7 g$ _+ {1 J - ctx.setDebugInfo("error", 0)! j/ a) D5 @+ I- B( M6 D! E/ m+ Z
- } catch (e) {6 X* I. b. X: @1 L& D q
- ctx.setDebugInfo("error", e);# e. A9 V- {5 d
- }
$ _9 c) C, @9 k4 {9 y% i' w - }' [0 I+ t0 j) k* }
- print("Thread end:" + id);; E: ]& _# p7 {1 @; x
- }* Z: g5 B. c E a8 ?/ d+ }* ?, j
- let th = new Thread(run, "qiehuan");) Y; D( U1 a9 C' r$ l
- th.start();
# Q# c" M7 ~' x. } - }
7 w3 Q/ q9 ?" n: g C& {
! | r- } P7 T: Y. Q4 M6 P- function render(ctx, state, entity) {* ]3 ]# q/ U0 V
- state.f.tick();
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1 P5 H1 g3 A8 Q( I- function dispose(ctx, state, entity) {
, X1 B# p/ y: h1 D) Y- g - print("Dispose");/ _7 R" m" J' o$ t8 q8 V& M
- state.running = false;5 P+ x3 J4 y5 c
- state.f.close();
% W& A2 b, h: @8 G - }
: \0 v; i; ]7 S' f
( a' E- ~, b8 ~1 _4 D" T. U- function setComp(g, value) {/ K# p5 q0 B4 a' C1 h* N+ _
- g.setComposite(AlphaComposite.SrcOver.derive(value));( B+ F* D( y0 G- z, e% |! L1 R# p- V
- }
复制代码 - J7 v. }( I1 ~
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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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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