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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。
% ]4 E3 T! d) O3 ^5 P2 \: V- importPackage (java.lang);
; {( {9 _: @$ c- Y6 a* L! k* B/ q - importPackage (java.awt);: _% b' E8 ?! {
- 5 {: u& ]" M) a9 j/ \, ~* I# Q/ ^
- include(Resources.id("mtrsteamloco:library/code/face.js"));
% y1 a/ J* \/ Y+ u: F
t9 z# ` G# Z; J- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);/ j7 o0 c7 a, {5 A5 s' S; }
- / D1 f3 ^% s2 s" g
- function getW(str, font) {
; C9 O( c( L4 W, m0 h8 Y - let frc = Resources.getFontRenderContext();: u( _" f2 [: F: |, d0 o7 P
- bounds = font.getStringBounds(str, frc);
% F8 P3 ]! v! p6 z% n# E6 ? - return Math.ceil(bounds.getWidth());6 u) B- V( F' Q- A3 u
- }( w* a `: \) ~! `
1 y9 R, Q( X7 [3 }/ l' B$ J- da = (g) => {//底图绘制
; R0 u) C p9 Y - g.setColor(Color.BLACK);2 A& ?5 d* R) T$ [( T. r V
- g.fillRect(0, 0, 400, 400);/ ?$ U8 f1 N8 }# u, O0 p
- }/ v) b ^ i8 o7 e/ @' G
- f( P+ \1 I0 Q$ c( h+ u
- db = (g) => {//上层绘制
0 q7 s0 M) K6 D9 h - g.setColor(Color.WHITE);
% @* M7 }- {& E$ t6 q - g.fillRect(0, 0, 400, 400);
4 ?: [! \8 N n% Y( O - g.setColor(Color.RED);
. _6 @ e* g0 m' L - g.setFont(font0);/ i( D3 U& |! E7 S5 D
- let str = "晴纱是男娘";
! o; ~8 j2 U% f0 b* z( M4 z - let ww = 400;3 O! Y' b* T! j% J |
- let w = getW(str, font0);, F1 ^; N; [6 c6 w
- g.drawString(str, ww / 2 - w / 2, 200);
3 u9 B+ K2 w) \ - }
# @2 _9 i2 c8 k
& _, y" P' C- }) B- const mat = new Matrices();
% B# a3 B3 B% P& }# c- L5 | - mat.translate(0, 0.5, 0);
2 i: z% l* S7 ~5 O - 7 [$ {3 i, j' e" P; F
- function create(ctx, state, entity) {
/ J8 D$ P" Z( @ - let info = {
. T7 I; ?; X9 r' j4 [ - ctx: ctx,
$ i; M3 y* O5 E$ _7 r - isTrain: false," i) R8 b. }5 `7 i) I
- matrices: [mat],
( o- M/ `2 Z% C, u) Y/ G - texture: [400, 400],
% H! @8 O1 G! S5 J- e& P - model: {
' I7 y" Q- y, t, e( |7 g - renderType: "light",
9 W/ \! R! V* I( p - size: [1, 1], l, i, E. J6 ]) o7 m9 A+ a( G
- uvSize: [1, 1]; }' y9 `) |6 P% \/ j1 I. J4 L
- }
1 z7 J" V; O- `- R5 b$ o5 X - }
) c& V* J1 R! P5 a8 q - let f = new Face(info);
B7 k0 f" S' n1 S" c3 F6 c - state.f = f;
( r$ p* Y! u# I! |% g7 T; F6 Y6 a
# X5 ]: @9 l, u) |. b- let t = f.texture;
: K7 c+ S7 b' x# M q" v5 P - let g = t.graphics;
( }( M4 C2 B* }7 e4 U - state.running = true;
9 w J" B+ K6 P9 R \1 O7 F - let fps = 24;1 m) y, y [- t- g
- da(g);//绘制底图
7 A" b+ ~8 J* `. f - t.upload();/ B1 h1 @% M, Z- P, c2 v* `
- let k = 0; Z7 `9 k$ F3 [0 [2 m
- let ti = Date.now();- h2 J o# A5 _
- let rt = 0;
R3 y* [) h# l# [0 [ - smooth = (k, v) => {// 平滑变化( h6 ?* `2 G! L' W
- if (v > k) return k;& q- _: c n0 D2 Q* f w
- if (k < 0) return 0;
* O4 Y) f8 U0 V! B Y+ E! L - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;- [( l8 j i" q: l
- }
' ~" i- m( J2 |$ t1 J9 O - run = () => {// 新线程, i4 A- C! L3 d" E; s( B7 ]) ?- ^
- let id = Thread.currentThread().getId();& u0 u2 w: R# @2 s$ i
- print("Thread start:" + id);. o: p8 Y9 T! Q
- while (state.running) {
/ R( N2 v$ L' A* E - try {
+ d: d D; H$ j3 }2 N+ b) G6 q - k += (Date.now() - ti) / 1000 * 0.2;) _. G D% E; y) e
- ti = Date.now();0 w2 U9 S/ w* r. I0 q& B
- if (k > 1.5) {
- w# N l3 x, s2 z. K - k = 0; u! T9 H0 \$ C& c) Z: K
- }! A) J. M3 L- V/ W
- setComp(g, 1);9 f0 V" j( H3 I0 n
- da(g);8 A. J& l& @: x+ p; Q% P5 I
- let kk = smooth(1, k);//平滑切换透明度 ~* m* \/ Y2 y/ N
- setComp(g, kk);" G* q' ^8 f' L, ] n0 d3 g
- db(g);
: b! Q8 C/ p D7 {1 o/ ] - t.upload();0 n$ b( v$ o" ?
- ctx.setDebugInfo("rt" ,Date.now() - ti);2 v4 l f, y0 Y1 t; m% I9 a
- ctx.setDebugInfo("k", k);
' e7 f( _/ @% L7 x+ I - ctx.setDebugInfo("sm", kk);6 j5 S! T9 Y8 }; I6 _, p* U z
- rt = Date.now() - ti;! @1 G: @) c/ o7 t. x
- Thread.sleep(ck(rt - 1000 / fps));2 F n4 Z8 J6 Y( X7 X+ S, W
- ctx.setDebugInfo("error", 0)
, [5 C8 T6 i$ a/ n4 v% c w( A - } catch (e) {' D# T8 S$ W8 x {, i& F
- ctx.setDebugInfo("error", e);8 b& g4 Y. \* |+ ^
- }
! [4 S9 F9 J4 Q9 k4 S - }* A. |: e# c- j1 ]* z1 Z5 R7 `
- print("Thread end:" + id);
6 e0 p8 O( d% }1 ^ - }
6 n6 d: Q. ?! R% P, { - let th = new Thread(run, "qiehuan");
5 y, v/ S# L4 b* M/ e - th.start();
* ?' z' [7 I6 [$ |/ M - }
" q, _5 M6 }4 S4 ?7 D - : C+ e. }* T) t$ \
- function render(ctx, state, entity) {5 W7 F& l% q6 K2 T6 T$ I; M
- state.f.tick();' F. g5 i/ l/ F( h2 {
- }
5 ~) T# \( S( U* p3 T - 6 \( h! W2 U. u9 b9 U1 B. L
- function dispose(ctx, state, entity) {2 r9 E% P5 i3 `- O
- print("Dispose");
& ~' v% C, X$ t9 |1 V2 h6 ^ - state.running = false;( F# t! w' X) F# ]# A
- state.f.close();
# a; e! F2 S9 P+ {+ I9 t) D' T - }/ F( Q9 H4 r# I
- . }5 ~3 ^' ~$ z$ ~7 @+ T# \. W
- function setComp(g, value) {# n& D. e- m4 P5 k, G* n5 U: u$ D
- g.setComposite(AlphaComposite.SrcOver.derive(value));" q8 C0 `: q" X1 B! g
- }
复制代码 ; G% v N7 Z& F2 @( L; 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。% T- n- f) J; V) o ^
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9 @; j; D! s- F8 F顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)# m' Y* R j7 O9 {( [+ a
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