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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。
: l h+ ?5 ]/ w; \& j/ w2 [- importPackage (java.lang);" u, z8 e; F9 g/ Y( R0 F
- importPackage (java.awt);
- H- t) q. {0 T( e( c - # e( C/ K& @4 y+ O+ f/ ~/ b( N
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);9 M* B# i' ~6 G0 U
- $ D3 B- O* Y; {( F8 k; q" _. T& @
- function getW(str, font) {& E# @4 [) ^9 z
- let frc = Resources.getFontRenderContext();- u4 u) G, w3 O9 P
- bounds = font.getStringBounds(str, frc);% d9 A6 Q8 c0 \6 Y4 i2 B
- return Math.ceil(bounds.getWidth());
2 i$ K$ A7 ~$ F( R L7 U - }
' A$ B% D2 R+ V" W% k - ; b5 e! f+ K' Y% A
- da = (g) => {//底图绘制1 L" ]# J$ U* {% j0 _
- g.setColor(Color.BLACK);
' v9 x5 l% ?7 Q: e* @ - g.fillRect(0, 0, 400, 400);
' T2 N- W# j% U. y0 N; i8 @ - }& k1 ~2 R. a( L
- ! |+ @3 M8 s1 J2 S1 w% M. R
- db = (g) => {//上层绘制; n" p% w0 e3 S) C) R: M1 h
- g.setColor(Color.WHITE);1 Z* e- T& ^% I7 Y
- g.fillRect(0, 0, 400, 400);
' ~7 i5 H2 w6 w' t: d - g.setColor(Color.RED);
, Q- q. ?% |) m+ G' B5 }4 { - g.setFont(font0);
/ Y2 ^8 p% F0 n$ c# z - let str = "晴纱是男娘";
* _0 Z" u$ \# ~5 \ - let ww = 400;0 `9 \' F n- l7 h1 z& E
- let w = getW(str, font0);
* E% o( @1 k5 I7 T, X - g.drawString(str, ww / 2 - w / 2, 200);, F a4 d% U" F
- }, Q8 \% v" @8 F4 _6 I+ M
: v$ z7 {' F" ?/ D1 Z9 a6 V- const mat = new Matrices();6 R5 ]' _) U) v8 c+ y# @; V
- mat.translate(0, 0.5, 0);, k# f! r% F- f
- Q4 Q$ W( n0 D4 Z6 W7 l6 F- function create(ctx, state, entity) {
# U, F- \3 t5 ~0 f, L - let info = {: K% y g0 w1 }& ]2 X( E G
- ctx: ctx,
3 j6 d) a) X0 e# f7 i2 Q4 R - isTrain: false,* j& V' Y8 U% `2 d' P6 l7 D
- matrices: [mat],
8 I( y( w2 m) j& U) y) J* u; l$ `. { - texture: [400, 400],8 Z- i: S+ Q: X1 U
- model: {# a; W4 G& Z) _
- renderType: "light",8 i0 P' s$ E' N7 |4 a( k9 @2 C
- size: [1, 1],
5 b( O$ i$ ?$ I3 R8 _ - uvSize: [1, 1]3 |. o6 ^: b& k8 F+ }
- }% ^0 o1 j8 X; ~+ O
- }
0 z* X; X5 Q: t5 L" N - let f = new Face(info);7 z) w: V; ^ r1 ^6 ~' p
- state.f = f;" X3 Q! X: S3 E: Q
$ i H; z6 q& G- let t = f.texture;
( M; F/ v1 L9 S - let g = t.graphics;
' Z# L9 \! [ d' Y, R0 { - state.running = true;
: l0 ^' ~9 {9 k2 m) ]; s - let fps = 24;
, ?9 ^+ P8 V5 n6 j - da(g);//绘制底图
2 o- q r j( w" a - t.upload();4 }, ~5 P6 H/ ]* d2 M
- let k = 0;1 i: L+ D R7 S
- let ti = Date.now();
$ b# \, A+ K- }8 j - let rt = 0;
) \: X' o( f' o% j" Y4 y" U! M - smooth = (k, v) => {// 平滑变化+ n5 i( e' C" K! L; J
- if (v > k) return k;
3 z/ ~" C$ y1 d J/ d( M6 `# T - if (k < 0) return 0;
0 P9 V- r1 `) E! _" Z - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;& y! `% v& u' ~$ b4 Y: b' j
- } D7 _: b! X2 T/ p+ V) X
- run = () => {// 新线程; z& R" ~) A( ^4 t' k7 V: ~
- let id = Thread.currentThread().getId();
+ F4 L, E' L8 b+ ]$ [& O' f; R% b - print("Thread start:" + id);4 n5 ?! _1 b7 R! z, B$ C
- while (state.running) {! u8 E3 r1 q$ Q1 c. r* Y+ g
- try {1 C+ l, R! K- M& n( ?$ d
- k += (Date.now() - ti) / 1000 * 0.2;5 ]8 s4 m4 l9 x/ D7 s$ C
- ti = Date.now();
& O* g# z# m4 m: ]$ _ - if (k > 1.5) {) K9 u6 t3 ~; \' n' `$ K4 {
- k = 0;! p5 u. P0 V9 S' e( i
- }6 Y% d: B3 T! t9 }
- setComp(g, 1);: l y$ V& \( V3 [6 I& R" i
- da(g);
% _3 ]# v4 c6 W- X5 Y - let kk = smooth(1, k);//平滑切换透明度6 j0 A& f) |) w: }
- setComp(g, kk);2 |" P* E% ^; f$ x
- db(g);
* R/ C: o: j, s% e9 U - t.upload();9 l( G, v0 K& O
- ctx.setDebugInfo("rt" ,Date.now() - ti);
6 Q/ |' q+ F& n2 @: B - ctx.setDebugInfo("k", k);
& R, L$ }' Q4 S7 Q( D" D! n- S - ctx.setDebugInfo("sm", kk);
2 T$ l# L9 b6 o ~ - rt = Date.now() - ti;9 c& `( L& d6 d7 O0 c9 }& n1 Y
- Thread.sleep(ck(rt - 1000 / fps));
9 ^0 O& Z- }/ B+ b; @! w0 I - ctx.setDebugInfo("error", 0). P$ q3 y/ R6 Y6 B, i& d: F9 N
- } catch (e) {6 {5 G4 C0 u. @3 i
- ctx.setDebugInfo("error", e);
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9 Z. U. v& O+ R6 o$ \ - }( I0 @/ }% g3 J) w# i7 _
- print("Thread end:" + id);1 N! T$ H b3 H1 _* q' z, y
- }
) d% S4 Z* A1 M+ ^+ P. q2 [ - let th = new Thread(run, "qiehuan");
1 p0 I5 H5 r4 x. J W - th.start();' t3 w u$ d4 ~
- }7 u8 S- ?3 i) @1 V7 y6 Y& ^) G1 o
- 4 ^; V; G$ a$ H9 v/ ]: r
- function render(ctx, state, entity) {
* d% S- t: t" w4 f/ k - state.f.tick();8 _3 k1 N" _- y) u' |
- }
# W5 {4 o: H+ k
8 B0 Z3 M, \% f ~' b. J' O- function dispose(ctx, state, entity) {
" L3 q8 o7 _( T2 [7 u, i$ N - print("Dispose");
+ e5 ]# N( r0 y% w8 v - state.running = false;
3 F+ L* x; R5 c* R# C6 f( s - state.f.close();/ f5 e, a# `7 `& |2 d
- }1 P" H/ V7 Z5 @+ x
- & E' ?8 P* D5 k: \. H+ I/ H
- function setComp(g, value) {- _6 q! x8 g% C W8 k; f
- g.setComposite(AlphaComposite.SrcOver.derive(value));& d2 ^ b! X8 r/ c$ g
- }
复制代码 / B; h* O3 e! b2 ^0 W* ]$ {& 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。& d( G b! s+ S( ?; A" n6 z: S! Q. s
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$ P. g% \5 i A* h' `顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)' u8 T8 P6 W5 y; Z% @) ]
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