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" @0 \6 m7 y0 c2 ]0 ]8 F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。
# I- z* x2 Q o# S/ f+ N3 k7 ^9 s- importPackage (java.lang);
8 k* {& r' n7 V9 v' a5 v - importPackage (java.awt);& ^8 d- d4 V1 ?3 b( c; _
- 4 z. R2 i2 `5 ~
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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; q/ K5 ]9 L Y; n# J' i( P- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);/ [- i5 z2 v! _# J) s ?. d
- % P9 q5 j. z$ e* c' \2 \$ C
- function getW(str, font) {
4 m$ K9 ]7 m3 v/ a - let frc = Resources.getFontRenderContext();9 S' N) U, u3 C% _5 H1 ~
- bounds = font.getStringBounds(str, frc);/ X( B. M9 M- u, p% }: X* u
- return Math.ceil(bounds.getWidth());( j# Y! o/ ^' b. ?' e+ f) U$ A
- }" J }! e7 q \1 D/ ?2 t
- A5 W6 }- ]2 n$ K0 V4 i- da = (g) => {//底图绘制' z& @+ g( W! I/ \' P0 T1 Q
- g.setColor(Color.BLACK);) a; @8 r) N% h' @7 _
- g.fillRect(0, 0, 400, 400);
) S0 o5 W5 P/ J% Y5 Z# |1 Z: \ - }0 p9 L4 c' e9 [1 G
8 K, Y/ E" U3 K# T- db = (g) => {//上层绘制
% |1 X' @3 s$ e - g.setColor(Color.WHITE);1 H* x# B% d$ h# |/ Z3 w4 t4 [
- g.fillRect(0, 0, 400, 400);
5 `' m4 H8 G } N0 t9 @# C - g.setColor(Color.RED);+ Y" W% s3 L& l+ h3 ^0 M+ X
- g.setFont(font0);& m' m7 Z4 |# g( P; ]9 E. p
- let str = "晴纱是男娘";; N9 M. v8 V2 B
- let ww = 400;
* ^2 ~6 P, g# F& q8 ^ - let w = getW(str, font0);, @% i( [6 b# n! J1 G0 b) O
- g.drawString(str, ww / 2 - w / 2, 200);
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6 Z+ t2 s4 r3 q9 ?3 G- const mat = new Matrices();
( y4 H& V: R7 l: o+ M - mat.translate(0, 0.5, 0);
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( l7 B* @/ J$ \- U5 d- function create(ctx, state, entity) {
" D/ s. H" }5 g! e; k7 V - let info = {
1 k4 V! L2 Q1 d9 m - ctx: ctx,
: L- C: s) o4 J2 T - isTrain: false,
4 A% f! q# U- {1 b, Q - matrices: [mat],) M+ Q0 j' w5 y& P) Y1 d3 G
- texture: [400, 400],# G! a! J# b8 N$ S$ E! G- L
- model: {
5 z8 x9 ?8 V/ }6 R( W - renderType: "light",
* _/ s4 d/ r* H( | - size: [1, 1],
, K+ r$ B( }( p- e! I5 _# m - uvSize: [1, 1]- _3 e; x: I2 b; b
- }1 W2 N8 [* ~5 w
- }
* l5 _4 A+ B1 N& ~" x - let f = new Face(info);
: I" q4 |, L. ]" g - state.f = f;
! c9 F9 P; n$ V$ W+ l
& j% t; F- L: n- w' K- let t = f.texture;
: ]3 k$ F/ q& |- @ - let g = t.graphics;
) H: V6 i. l) v' h; B8 j - state.running = true;
& w2 t$ B/ B3 ]- x( M - let fps = 24;9 L( `. K# k& X2 \! R2 L
- da(g);//绘制底图/ x4 Z3 \1 @3 L4 e8 s9 r9 J
- t.upload();
/ g4 i1 t- v9 x1 L - let k = 0;, s7 w0 C9 ]. @' {8 G
- let ti = Date.now();0 c; n: e- Q; ?; l: r) h
- let rt = 0;
f5 d" |; V- t( G' L" F$ ^ - smooth = (k, v) => {// 平滑变化
# N) _+ j8 j$ n, _$ {5 W) q - if (v > k) return k;+ w+ e6 {/ ]+ A7 U3 ^! b+ U
- if (k < 0) return 0;
5 a: ]2 D) F6 Z* ` - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;0 v" X+ N. l" y8 j& n
- }
/ G. T. p: l9 a% N5 a* S9 s; u- z0 } - run = () => {// 新线程" z/ ?, K+ z; W+ K
- let id = Thread.currentThread().getId();2 R( @) q& n: v. [% N, }8 T- F5 l
- print("Thread start:" + id);
- S4 b. D b) Q - while (state.running) {
! Y8 b6 X3 p+ R. V - try {
$ D) g& K6 I0 s - k += (Date.now() - ti) / 1000 * 0.2;4 t7 J0 z6 m' B+ p" `
- ti = Date.now();
! f% }1 f* N; m! J6 j: }2 B A - if (k > 1.5) {9 n! e v" ]3 w5 B/ z$ {
- k = 0;; z" O# B" v! A3 B( s
- }; d: Y" L( ]% }1 ]6 O' ?
- setComp(g, 1);9 W1 W6 |/ e( L S
- da(g);
4 M* U2 R+ k) v1 m" z i7 y$ j - let kk = smooth(1, k);//平滑切换透明度
8 e0 J6 j, b9 T6 @, ?4 R - setComp(g, kk);# r: \* s# Z, y
- db(g);+ \: ~/ W) [7 l( R2 a7 I
- t.upload();9 ^. q( e# F* d+ b
- ctx.setDebugInfo("rt" ,Date.now() - ti);2 j3 O8 h8 ]8 j' C. ]$ b
- ctx.setDebugInfo("k", k);
0 T/ K# |; @2 j - ctx.setDebugInfo("sm", kk);
3 Q3 g9 r# `' X! g - rt = Date.now() - ti;
4 q9 ?6 `- V+ m2 U, ` - Thread.sleep(ck(rt - 1000 / fps));
# n+ i" c/ R2 E1 u, H; H5 N - ctx.setDebugInfo("error", 0)
, m% N8 R. b# U: C& w7 v - } catch (e) {
- m# E; q, A1 A2 m5 K& T: i' B/ A5 T - ctx.setDebugInfo("error", e);
8 h, `/ f' @8 D# t: d - }, X! B5 a4 k$ i
- }
g& ]0 x1 Q' k8 U2 D - print("Thread end:" + id);- H. v8 s- D) c6 d. B* `
- }
' S; Y0 O2 M4 ~8 Q: K6 M - let th = new Thread(run, "qiehuan");
/ ^9 y9 U6 ~1 u- ?4 R) z m3 O0 X - th.start();
9 b( ~0 i/ I9 n# Y( \6 B - }
& m: F# m# p+ A1 ^+ ` u- t5 s' O/ n - - z( I% d7 U2 I8 a# H& R% }* {
- function render(ctx, state, entity) {/ P7 T! b2 x- H5 |: c7 {* o/ X
- state.f.tick();
5 f% l" Q# `( s) }5 y$ | - }; @! {" i2 l' Y4 A
- ' K' S2 c! o* f
- function dispose(ctx, state, entity) {- Y3 `' {# }* ?$ K8 F4 Y/ ~
- print("Dispose");
. Q4 Z( _3 [) C& S7 O0 _; P - state.running = false;, ?" t' Q4 Y, Y( ~7 H! b `5 g( N& b
- state.f.close();. }3 w7 w/ \( p9 O
- }. `3 L. g% t' O9 L J; O
3 {) U Y' U7 N' k4 u- function setComp(g, value) {
9 o# J8 O+ g, p: o: w% N0 y; c: D7 T - g.setComposite(AlphaComposite.SrcOver.derive(value));( H6 ~2 ]) v6 N/ E
- }
复制代码 1 o0 u2 W: r( M, L5 b/ `
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。6 U5 p8 _. u# A: w3 ?, P4 W
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4 P+ D0 ?) }; F2 d5 L* i5 y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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