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0 J. F; o' x5 a" j, m: e. P1 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。3 Z9 l* |3 h/ x( I; S
- importPackage (java.lang);
" l3 U5 N, N" B r0 L6 Z - importPackage (java.awt);
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5 n( s" Q/ y/ Z6 F" k# h3 R- include(Resources.id("mtrsteamloco:library/code/face.js"));3 o/ I- b4 T! j* c
- 9 v4 ?* d) W. a, R7 e
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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3 L3 I3 n. P# Q5 P5 `1 K- function getW(str, font) {
/ W; G& i* X) G# ?" } - let frc = Resources.getFontRenderContext();0 b/ j- m# _' X8 X% ^
- bounds = font.getStringBounds(str, frc);
6 p* D8 L; B/ S7 v. R" p; w - return Math.ceil(bounds.getWidth());( |- ^4 m/ j6 a' O
- }
; w; Z$ E3 o" t: W7 f7 w5 L - 2 e7 Q* H/ G, [! x8 U
- da = (g) => {//底图绘制
) q1 m, l* d9 L8 _7 {6 R6 ?. p/ D - g.setColor(Color.BLACK);
) A3 E% S3 }6 O- h2 n - g.fillRect(0, 0, 400, 400);' h6 t! S4 F& v9 i$ W5 @
- }. N6 ]- r! k4 X4 {1 q U/ h1 U
$ H6 K* K# J6 W! I. F/ y4 [- db = (g) => {//上层绘制
3 |7 m" i" Q- \1 m - g.setColor(Color.WHITE);
& N- n" n/ R0 m1 K* k - g.fillRect(0, 0, 400, 400);
) o3 w! g1 j4 G2 ?3 T% a - g.setColor(Color.RED);
1 K/ I* O8 g5 U. ^$ D! l - g.setFont(font0);
. D6 U+ Q: F- \) I2 z& ~, W - let str = "晴纱是男娘";
2 K# T3 o I- \- { - let ww = 400;
[# l% L7 `1 n4 y. M( ?- r/ x3 r: ] - let w = getW(str, font0);) |8 q1 G/ J% j2 Z! ~7 S, U
- g.drawString(str, ww / 2 - w / 2, 200);& ~1 m/ E6 H7 G- e6 i9 Z
- }" x$ P: G+ L& T5 U; l8 k
- 7 n. W7 B- z" t" u' b* q
- const mat = new Matrices();9 ?6 F6 X0 K! |5 o; T6 a9 k
- mat.translate(0, 0.5, 0);
( E" ~8 O' J# q0 M& f - 2 [/ G, I8 R' a; M5 Z/ R$ ?
- function create(ctx, state, entity) {
& o2 b0 ]! D/ G. x. a! N1 x - let info = {
# O6 Y q+ g; E. r9 u - ctx: ctx,
* `8 @% V: }, \ - isTrain: false,* q! L. D) n5 T, t7 K' [! t
- matrices: [mat],; h `* n9 {1 U- Z3 B5 ^6 D& c
- texture: [400, 400],
( p, \. ]4 V; v) a - model: {0 Y( o+ ~/ j; D5 b, H' a
- renderType: "light",
1 B$ I/ w% j0 h8 @5 R9 v5 C2 M - size: [1, 1],9 b; M; ` S5 ~8 H
- uvSize: [1, 1]
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- }( a( l$ w2 ] `$ \1 P* M; o* ~2 }
- let f = new Face(info);% ?2 Q5 c7 }1 p* Y' t
- state.f = f;
+ o4 ~1 Z7 m) U( s. z" `$ [
' y& T) F. ~; G2 K! Y) q0 |- let t = f.texture;' \' E) {" N# {5 c3 F5 ]
- let g = t.graphics;
) M f# E" G4 D+ S, W: _ - state.running = true;$ c- h. {! r: }6 g
- let fps = 24;
" q9 x8 }5 g4 k+ `& K - da(g);//绘制底图
d3 U1 U) O7 P2 F" e: t - t.upload();
1 j0 z; Z' @& s# C- C5 x) I5 a2 i - let k = 0;( p! S9 p& H4 J5 Y
- let ti = Date.now();
+ {6 b7 B* m4 `5 D - let rt = 0;
- j. t0 S0 b/ S' l" ?% f - smooth = (k, v) => {// 平滑变化$ w$ S3 t3 ~: S
- if (v > k) return k;% O# G' f% o- l! m
- if (k < 0) return 0;/ u# |. I4 C6 q) G+ N7 g
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k; g( O" G u3 Q8 m6 |# T1 |
- }; x" b a" L( D# O! n2 g/ n- N% w
- run = () => {// 新线程
# V" x9 a3 b* \! W+ x - let id = Thread.currentThread().getId();
! e) w3 [" ~- ^' B; g v+ d' d - print("Thread start:" + id);% H9 `- V: i4 {/ w. k9 A d
- while (state.running) {% K- ?- K/ _# U4 ^
- try {
6 T, d3 }9 A* E- F - k += (Date.now() - ti) / 1000 * 0.2;* D9 ^: Q% W4 D" ^
- ti = Date.now();
3 C. c- P5 L6 B. k - if (k > 1.5) {
* T. q5 n d- O2 s7 ]! U - k = 0;3 d) I4 B+ f' z7 p3 K
- }
' ?6 o2 a* F# D - setComp(g, 1);% d2 M( c; j4 Z+ }. \8 _
- da(g);
/ {) F6 ~) ~4 |/ x8 I - let kk = smooth(1, k);//平滑切换透明度
2 D& s# H4 ^1 u8 I9 A - setComp(g, kk);
0 n8 l9 w) A( s - db(g);
" B) ^1 R1 M3 n. G# v9 N: { - t.upload();$ ?, {! X ^- d# r
- ctx.setDebugInfo("rt" ,Date.now() - ti);
+ A1 r2 F$ Q( ] - ctx.setDebugInfo("k", k);
# K2 o* Y: } q" y& c$ [5 Z - ctx.setDebugInfo("sm", kk);: I" ^* \! n8 r6 G/ T
- rt = Date.now() - ti;
' A7 S5 l) Y' ~) \7 M( D% M - Thread.sleep(ck(rt - 1000 / fps));
# Q0 _+ y1 u) [9 @7 J" X! a& ^ - ctx.setDebugInfo("error", 0)8 c/ [) x$ G) m2 {& P7 `7 P& }
- } catch (e) {$ y5 h- _+ M5 \9 s* x+ I
- ctx.setDebugInfo("error", e);, @) N; i& ^, w# a% k/ A! D
- }
. {4 F& `/ @0 u9 D - }. D: Y. o2 `& c7 ~ Y8 v
- print("Thread end:" + id);* E9 M$ f! ]3 ~0 x4 X* u
- }" V5 l+ X6 u% ]3 o& j3 M
- let th = new Thread(run, "qiehuan");8 J# z s7 ?; ]- @ l: {$ a
- th.start();, A' j7 H% y- g* Q2 q- E: x
- }0 o9 I3 c/ b4 a1 ?5 Z" `2 _
- % S% c6 M* u! R. g, o. o
- function render(ctx, state, entity) {
* F c6 D% @* g* y, J - state.f.tick();
8 y# w$ z" ~. b- K* h - }
! R" [5 ]& S% i+ Q - 3 H# V K; \( A% O k" g% J% c' _
- function dispose(ctx, state, entity) {8 k% f- h3 ~8 M* [- B& G: c% g- n
- print("Dispose");# d9 P) a) {0 [4 N& x
- state.running = false;
3 K3 f; m" ^9 q& z$ L& P - state.f.close();8 e, ~$ @: v9 {7 @: \
- }- [7 v5 F% y4 l. F. N1 w' C6 _
- 3 m: `( m( b" B1 p `
- function setComp(g, value) {6 g% u! K6 G6 w3 l/ q7 o& \! |
- g.setComposite(AlphaComposite.SrcOver.derive(value));
& Z% R, F( E/ P - }
复制代码 % }2 x! a U, Q
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。( B- ?$ V- j: l' c
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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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