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; _9 z; T+ W7 [7 C' n0 L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。
& A& U' V+ j% t, O# J% c) V- importPackage (java.lang);
. T7 X3 N' m5 ]8 f, n - importPackage (java.awt);" ]1 r. V- _% v& B% F! t
; o1 F1 N; q5 P5 l- include(Resources.id("mtrsteamloco:library/code/face.js"));: B9 Q! G" i% J) o- J1 d
0 O- P- e0 i! D1 ?- k- G8 \6 T; x+ A- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
& t& ^, e' A4 J h
6 e7 i& u' g: z# p" j- function getW(str, font) {7 X- I% L4 `( k; I6 h" {0 o
- let frc = Resources.getFontRenderContext();( z/ Q; O& h/ j/ ~8 ?1 r4 ^
- bounds = font.getStringBounds(str, frc);
. `, k! ^/ I& B2 f3 T% i0 C% } - return Math.ceil(bounds.getWidth());' |6 w# p# K1 A* M
- }/ h0 w: q& ~) Q) D& \, E
' C$ g H; w" v- da = (g) => {//底图绘制" L" H9 p4 h8 g- B- H. T2 Y9 M
- g.setColor(Color.BLACK);& X! w! C: L) u* T6 `
- g.fillRect(0, 0, 400, 400);
# W- ?: s+ N3 F0 n" N - }
: `% T1 x6 ?8 B, A9 I) a5 {6 z - 1 }; G9 o7 M: L$ }5 A1 p) T5 a
- db = (g) => {//上层绘制; N9 W/ |* w( H* E; \0 Y
- g.setColor(Color.WHITE);
. p/ y2 J6 A1 {' V/ O: ] - g.fillRect(0, 0, 400, 400);
/ \" {) X4 `5 P W - g.setColor(Color.RED);
a' S, g- u' T1 O, @0 c - g.setFont(font0);
, P/ k* n$ m4 s) T) { - let str = "晴纱是男娘";
$ g* J: R G& G - let ww = 400;
& |9 B( o& g3 i1 G - let w = getW(str, font0); c/ Q# z4 x7 j9 G( H8 @
- g.drawString(str, ww / 2 - w / 2, 200);
: A! k% k; b# \9 B: o - }
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- const mat = new Matrices();+ W: }7 b4 v, m" z+ p1 |
- mat.translate(0, 0.5, 0);! x0 L# i- L1 |: P# c( h
- 5 {% j; b4 A7 k8 `% ?% `* P
- function create(ctx, state, entity) {% l) d- x8 A( {8 G5 q/ [0 N: I
- let info = {) [ L+ W6 q" j# _0 x
- ctx: ctx,! z9 f' b$ ]5 N( W# Y; Q
- isTrain: false,
/ ?# ^' r' f/ p9 p) v0 u - matrices: [mat],
8 Q+ W! Z+ p4 a4 t. U - texture: [400, 400],* ~+ I% X P& g+ `# y& W
- model: {+ R! @$ z! w4 H
- renderType: "light",( ?6 K4 o% Y4 e2 ?3 C
- size: [1, 1],
$ D0 b) m. N/ G+ A$ D4 y - uvSize: [1, 1]
' M0 u5 F; E3 a5 {1 ^9 z% k! W7 X - }
# _5 N2 M0 f L- C+ f - }- t- e9 P, z9 J% L. F
- let f = new Face(info);
5 R) q6 g( r& c) P B - state.f = f;- K5 n! Q7 m1 {! |+ k
, G; u+ D& y& ] B- U- let t = f.texture;
: |; _4 \- h' L7 \& K r. h - let g = t.graphics;# w9 v' C2 q/ q1 i% d [
- state.running = true;
3 Z c7 [+ D$ t4 X5 _; F. P4 b - let fps = 24;" X3 _$ `/ s6 y: a; s- K" G& O# s, W
- da(g);//绘制底图- F8 l1 G( G; c- m4 H
- t.upload();
' b' \/ W8 T+ t- _ - let k = 0;8 e- D7 y7 t' c2 e: ?* R
- let ti = Date.now();) L0 r- z6 c6 o9 a
- let rt = 0;5 [+ O, }; _! j$ s( s7 ?, l$ f
- smooth = (k, v) => {// 平滑变化
$ |. P' l+ i; M - if (v > k) return k;& N9 c! N: Q6 p) W% Z
- if (k < 0) return 0;
, \) O4 y! _3 e }# Q - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
, ^; ?5 W; [, @/ X - }
5 o7 w4 ]! j" C! }. E - run = () => {// 新线程 T+ g- F/ f9 b' V0 `
- let id = Thread.currentThread().getId();5 Q' ^5 M5 i( w4 f$ `
- print("Thread start:" + id);% |, z+ A. i1 X2 z7 {8 u
- while (state.running) {
5 M+ W0 o3 P j- R/ b5 Z7 i - try {
% {. R- I" E6 ]5 d - k += (Date.now() - ti) / 1000 * 0.2;
- U8 c$ Q9 N. K' r5 [ - ti = Date.now();
2 A9 T* _ R, S9 |& H7 l q, r- d - if (k > 1.5) {
% M4 V* {- g/ m! c0 t* N - k = 0;
[, u b) U" q" V - }* Y) u/ ?3 k, \
- setComp(g, 1);
! k6 B, J B3 g; ~/ e' c+ L - da(g);
3 J* C. O! n: C' J4 z- Q5 [ - let kk = smooth(1, k);//平滑切换透明度
; U$ w/ L( i% e: ^* g: F - setComp(g, kk);- w Y$ a7 J4 g: z/ ^2 ^4 M' w
- db(g);7 A; w, p4 T( ^0 ^2 y1 u
- t.upload();
9 K# X" g* ~: C- h - ctx.setDebugInfo("rt" ,Date.now() - ti);
: U( Q! `" y2 Q }9 M - ctx.setDebugInfo("k", k);
: \( i; P5 E/ k/ X7 v. Z - ctx.setDebugInfo("sm", kk);
7 F+ V5 d4 R9 l: V) y4 I, a$ a - rt = Date.now() - ti;
. p" t) K& h1 ^; e - Thread.sleep(ck(rt - 1000 / fps));% D( i$ y' L/ o$ `7 c* |
- ctx.setDebugInfo("error", 0)0 o, n1 i$ F5 a7 u- W
- } catch (e) {9 p8 c" w" p* d9 Y, T. k3 r4 o
- ctx.setDebugInfo("error", e);7 X2 p. `4 w- X3 K% K
- }
E" O( H7 f; e - }
* h5 C# g: p5 p2 v: w( V - print("Thread end:" + id);& ^( b. D4 |0 N. p3 o, d0 L# E
- }# r0 Z7 T* `9 `8 h+ z% L
- let th = new Thread(run, "qiehuan");
' P: v0 K9 R. e% G h& D7 G9 w - th.start();& t) y& D1 d7 \. v
- }
) k5 @% ]8 I3 e) W" o
8 O, E M) O/ w3 s- function render(ctx, state, entity) {7 W! |( l2 J& n- O9 c
- state.f.tick();4 l T' w1 P1 i( b! u
- }
: e+ H* C# d; f7 U* t: }+ W
; }0 k* j7 G: C! f- function dispose(ctx, state, entity) {1 ~/ E' t% e* E1 c! z+ q4 ?' S
- print("Dispose");
+ g. U y& B) M - state.running = false;
( `) j! R0 Y" P7 `6 u5 O - state.f.close();
2 t1 |1 s+ G* X0 f# O% J) ] - }+ Y5 _3 p+ e" C: L
- 4 N% {- A7 A$ z
- function setComp(g, value) { U3 q( D( k' p2 a1 Y; L' D8 H# ?
- g.setComposite(AlphaComposite.SrcOver.derive(value));
w- f* e _' N8 D& K - }
复制代码
' Q4 n* T6 \: _2 T; a$ A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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