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& b0 N& n& [3 Z. _6 i, a' Q0 e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。
# t9 ~! L$ x4 F' H' T- importPackage (java.lang);
% s2 Q1 _8 Q* m) b1 Q0 D4 b* x - importPackage (java.awt);7 x" D/ |& l- f
: o5 d. b. C& j# f9 L; D+ d- include(Resources.id("mtrsteamloco:library/code/face.js"));6 |, D! k8 ~4 v9 i3 u
8 x! t J1 E1 x& j, k; E9 ~- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
* f% K) i! g% {- T - ; }0 y/ d; ?4 ]5 `
- function getW(str, font) {
# |2 [' g. P# n) i ^* b - let frc = Resources.getFontRenderContext();9 L2 N$ a. ~. Y3 \$ k( p- v& ^
- bounds = font.getStringBounds(str, frc);& e( L8 {7 [& ^% e3 m) p
- return Math.ceil(bounds.getWidth());
9 O9 B$ a; j! y# @6 @ - }
# e$ r5 F/ ~7 T+ \
$ X7 Y5 }7 Y1 O( h+ ]! x5 n5 @! A- da = (g) => {//底图绘制
% c2 c; @$ z: T* v1 A+ x - g.setColor(Color.BLACK); }+ s8 G. B6 z6 W, a
- g.fillRect(0, 0, 400, 400);
" ^- a3 P# q3 ? - }
# y/ k! h0 R2 F O0 R! _ - ' I0 k; ~* h8 m# J1 ]4 d& W
- db = (g) => {//上层绘制
$ \% u: C% ]3 ]- Z* C) U5 Y - g.setColor(Color.WHITE);
+ G: W! A, V. j+ b* J7 _0 I - g.fillRect(0, 0, 400, 400);$ d: p- e. }$ M/ c, c# I& ?
- g.setColor(Color.RED);& B/ k) I% L; v7 e
- g.setFont(font0);& I0 g7 X2 s$ w3 v1 s) @
- let str = "晴纱是男娘";
, o" e! e# u' C0 z( J7 B9 c - let ww = 400;
' ]4 c( M6 e; D' t: C2 | - let w = getW(str, font0);
) X! T5 q5 z( C% ^ - g.drawString(str, ww / 2 - w / 2, 200);
% V; Q- ^+ Z/ f# _ z; @ E U. V5 I - }
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- const mat = new Matrices();& ~/ N1 s& G* s* T |. l3 ^. u
- mat.translate(0, 0.5, 0);( Q, c' f" r7 }
$ g- [ K3 T+ l$ D* s& p; f- function create(ctx, state, entity) {
( F2 f I5 t2 L - let info = {. K8 E7 e. B0 }9 ^: Y- Q; R: I
- ctx: ctx,' E) `9 x6 Z6 j* R1 y) R; x
- isTrain: false,
9 e9 @# f% x5 i, F. Y - matrices: [mat],
; @* i& y5 S& S' l - texture: [400, 400],$ p. h) q" n( J+ m& ?6 ~- _& s
- model: {
% ?7 H' E9 j+ m$ M+ o - renderType: "light",
" \/ V: O) |3 ^1 q: _2 ^ - size: [1, 1],$ J6 a4 ]# O' @; J4 e% m
- uvSize: [1, 1]! s1 B% A* B, K+ L1 y& y
- }
: N3 W O) i/ v4 y& D1 S4 m - }
: U# c x& R/ ?. T# {" T - let f = new Face(info);. K3 l. r' C% {' Y' T
- state.f = f;
: M X1 ?8 j4 l' G+ p
& a* u6 f: X2 I) z1 P- let t = f.texture;. U9 `& I- q+ q$ j( G9 L
- let g = t.graphics;
$ z$ k0 T4 b; G' A - state.running = true;
* a M$ a, Y2 _) o - let fps = 24;
4 f: `4 Q g& b4 E - da(g);//绘制底图
* S- D0 O" `/ F/ {7 G1 v - t.upload();
6 ?6 L @+ [, Q% x: b# l - let k = 0;
+ n; b# ?) e$ z( S# H# y( G1 p: D - let ti = Date.now();
8 V. p' |8 {7 f& @% m- _ - let rt = 0;
, o9 S, k" D" a' D) m/ ]! z - smooth = (k, v) => {// 平滑变化3 y, f2 _7 R! B+ V Z! B$ i
- if (v > k) return k;
$ U1 F2 P+ A# j; s7 p - if (k < 0) return 0;/ _. ~% P' @3 ]" Q! Y
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;8 }' C U$ i/ L
- }
- i" W: d4 t: \9 n( z* L - run = () => {// 新线程7 S2 d+ e" R, o3 g' p
- let id = Thread.currentThread().getId();; Z/ C3 r- c# y- H1 G- Q- x
- print("Thread start:" + id);; _# k3 T, l; l, b
- while (state.running) { [& P, {1 C! l4 y7 w4 {' c' B
- try {$ V, S( H4 F7 w5 a3 B# b4 ]% {5 ]
- k += (Date.now() - ti) / 1000 * 0.2;1 J/ S* L; u- U+ W2 M
- ti = Date.now();
" w8 [) S+ V: H9 D - if (k > 1.5) {. q" S+ p6 }5 D7 }9 _
- k = 0;
3 f( [1 q8 I" I' s4 n2 E6 Z1 R6 i - }
$ _* g q9 o' X/ X/ m# O L3 }4 C - setComp(g, 1);) M; Q R1 G$ G# F+ `9 f3 h
- da(g);6 k) p0 P. q" D+ R
- let kk = smooth(1, k);//平滑切换透明度
" G7 B) G! A! a# y; O! V( b - setComp(g, kk);$ F& k5 _" @: l o" Y
- db(g); a9 x" _' E) W' L( c
- t.upload();
: A% R9 X a) C& A5 V - ctx.setDebugInfo("rt" ,Date.now() - ti);
7 G0 L m9 ]: ]$ [- K - ctx.setDebugInfo("k", k);
% ~; B3 K. N( ` j! a - ctx.setDebugInfo("sm", kk);
1 W/ J- u- ], f- ]: U - rt = Date.now() - ti;
- j) C) g1 s% g: U - Thread.sleep(ck(rt - 1000 / fps));, W+ T$ s$ r8 T
- ctx.setDebugInfo("error", 0)) ` \' i4 c! E7 G5 f# g& w
- } catch (e) {
6 ^( \- c) z5 _% i" x9 d - ctx.setDebugInfo("error", e);
$ `5 _6 F+ K4 u# Z5 b/ L4 e% T - }# X3 s8 r( H9 A) k
- }: E6 |/ t/ M: a: {+ b* k* [( D: h; H7 e
- print("Thread end:" + id);
/ X* v/ t5 r0 R7 I - }
# _" u1 c q+ C p2 E; | - let th = new Thread(run, "qiehuan");
, q$ B1 t9 Z0 I0 N0 {' u5 a7 x: L - th.start();
6 i$ M+ Z# B9 J! ]! i1 i9 k6 c - }6 {# I) y" K2 r* B2 v: u
- - Q: t: T' f" a' ?% C: q2 x
- function render(ctx, state, entity) {
# D% R' n4 k( p7 m - state.f.tick();5 g1 ?5 U B/ {3 @; W: t1 g
- }. b- N. }* h1 a* K6 [
- ( |8 L" Y9 \5 n+ X0 G
- function dispose(ctx, state, entity) {
2 c! U# B$ r1 z' W, A - print("Dispose");/ H! d, K/ M3 c. ~, K
- state.running = false;4 ^' A7 Q* q4 A9 K# H
- state.f.close();# {- F& d7 R5 s- Q& F
- }. W& Q# i6 O& P! S9 x7 z
- , b; r6 Z$ c2 `# R
- function setComp(g, value) {
9 P5 A" M, r" N# a6 W - g.setComposite(AlphaComposite.SrcOver.derive(value));3 y5 j5 a) S4 q' k3 [6 _0 A- r4 F4 r
- }
复制代码 ( \' H; W. e l
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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* H( O1 b# g% I- i" j$ c
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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