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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。
, b2 }" x3 c+ \3 a5 g& A- importPackage (java.lang);; d9 G0 N( k) y9 ^3 O; J7 o6 I1 F
- importPackage (java.awt);
. Y" _% y" d# j! Q } k - O/ @& U4 k% E+ {
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);" H7 ]( J$ `" Q' z8 e2 R0 w
- m9 Z6 V3 C5 i* L" n; w( l8 X
- function getW(str, font) {
- K+ s4 X* J, k/ o& r - let frc = Resources.getFontRenderContext();" b- v% @) M& r6 x2 H6 g
- bounds = font.getStringBounds(str, frc); w4 o& m) m! o; E# E
- return Math.ceil(bounds.getWidth());- \( W' \1 ]4 \% ~7 G5 b; ~: r o
- }
/ l$ o+ ]( O8 d) F% k/ I) n @ - 2 _( E# X' T1 m6 E3 Y' C' \0 g
- da = (g) => {//底图绘制
4 W, K2 ?% }/ b8 d G5 t - g.setColor(Color.BLACK);; C4 K9 j d% p
- g.fillRect(0, 0, 400, 400);9 `2 s t8 O/ D6 i
- }) @- l# R2 ]7 ]
- / I$ X* h4 ^3 g9 z& }2 V, p% s
- db = (g) => {//上层绘制
( v' ~4 A4 {! S4 o3 t0 z5 n/ M - g.setColor(Color.WHITE);
" e/ ?/ J8 ]; f0 c$ K - g.fillRect(0, 0, 400, 400);: Z% ]5 `: C) u1 g4 R, z* G, h. a2 {
- g.setColor(Color.RED);
6 U! W5 ?+ {2 p0 a( s - g.setFont(font0);
2 y# [2 g. k% T( h; g1 m# ^7 y - let str = "晴纱是男娘";7 @/ f9 C0 m+ p9 Q1 f
- let ww = 400;
, n2 ?8 x w! u; {& k - let w = getW(str, font0);4 W8 j8 j( u6 |8 X. ~$ q
- g.drawString(str, ww / 2 - w / 2, 200);
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/ @6 d3 Z1 V3 y& T( P( c! G- const mat = new Matrices();' X9 e) r1 K4 N; Z3 e
- mat.translate(0, 0.5, 0);2 K# E1 a& A: }8 ^
- ( W7 B( n+ n' m7 Q8 _
- function create(ctx, state, entity) {4 {. t& Z) v$ Y4 ~2 o2 }8 V
- let info = {
* Z0 z- U8 j0 n T - ctx: ctx,0 X/ ?$ A$ D/ ]$ L
- isTrain: false,0 f9 t, V/ Z* ^! u8 S- i8 J
- matrices: [mat],6 X) V( j/ t1 E( ~: o6 {) {8 A
- texture: [400, 400],9 t! c1 r2 H. Q, x
- model: {
: q2 T, D0 g6 ^) t9 w9 _ - renderType: "light",0 ]9 x2 E1 j4 R
- size: [1, 1],
7 t- O2 Z3 j' C' n' U" X& P - uvSize: [1, 1]
* i1 i- _& c$ p - }# C$ a+ D+ u, O) Q& M
- }$ t" h/ u& b0 r
- let f = new Face(info);- r: d! C, e# ?2 B9 M# {- m6 G
- state.f = f;
. b0 A# x& Z( p H! V4 v
I! O5 d# V. \9 O- let t = f.texture;% d7 |. D- `4 m& M5 k+ d* u
- let g = t.graphics; @* D. X8 ~* K$ |, P
- state.running = true;0 h! q2 n" I/ x$ W- t- Q& k' j
- let fps = 24;
% r5 R; } c$ H6 }4 }: q - da(g);//绘制底图
7 P0 c0 h, {" s" W$ S ? - t.upload();( U, F& t5 n/ \% w9 }, K
- let k = 0;$ N7 V8 ~, d; Y' y
- let ti = Date.now();
* L: T, g, O) M8 a8 ^! j - let rt = 0;
* O3 |' j, ?8 N7 p$ S3 e; T - smooth = (k, v) => {// 平滑变化; Q: D3 j; F; M. Y
- if (v > k) return k;* X7 ]# R/ ~* T# X$ x; l
- if (k < 0) return 0;! _* G" x8 {: V! S* q
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
( y* K S9 v/ Y1 Z# L - }
2 q: M4 `+ _5 C - run = () => {// 新线程
% F3 @% N6 c' [ - let id = Thread.currentThread().getId();. ^9 M7 n6 O, l6 H
- print("Thread start:" + id);- I; q7 N6 g2 ^ S; f" l
- while (state.running) {
4 H- F* H3 Q+ }+ M - try {
2 o }* B2 F5 D, j; b; M - k += (Date.now() - ti) / 1000 * 0.2;
9 F! Z \" t9 x3 B - ti = Date.now();
/ m8 e* W' W' q9 ] - if (k > 1.5) {
/ V0 `: d$ y. w& D& B7 p* v6 ` - k = 0;; `7 W# L* x4 O4 d( m. v4 t' y
- }
# c) g/ Z+ z- i1 V# s9 P9 z - setComp(g, 1);1 c; q6 K: m" x+ {# Y
- da(g);6 F. U$ C- B7 V6 h5 y( _7 }( ]
- let kk = smooth(1, k);//平滑切换透明度; c! s7 K; U7 S$ f
- setComp(g, kk);# ^: I! _- X! g, B$ l
- db(g);
( n& F6 ?: t1 ^. I6 p6 T" v: P - t.upload();* Q4 l& B+ w! O8 o
- ctx.setDebugInfo("rt" ,Date.now() - ti);
- T, J$ y6 {/ \& N: |7 q - ctx.setDebugInfo("k", k);
0 Q& F' D+ [9 q M" k# i1 }1 d( f3 M - ctx.setDebugInfo("sm", kk);+ q, c0 V% v0 T+ C/ G
- rt = Date.now() - ti;
, F S4 s1 S- x- ~1 e& } - Thread.sleep(ck(rt - 1000 / fps));
' R: S& S+ S& i - ctx.setDebugInfo("error", 0)
' c4 }7 o1 U: q6 a1 Y! x - } catch (e) {( X2 |. O8 b( H
- ctx.setDebugInfo("error", e);
* X& F0 K* j U& q - }$ J1 J0 h! S' u9 J) ]
- }4 Y1 G% d6 T3 f! s' j
- print("Thread end:" + id);
& @& p/ \" q8 g% M/ F) U: Q# U - }
! N" E+ c! c3 `: i - let th = new Thread(run, "qiehuan");
& u+ y1 G7 G! P- W - th.start();& k. f v+ A3 U: o" ~3 j
- }6 e. w- s6 S4 B N! g# M8 Y- W5 i
3 Y. v9 i0 R* l" }7 H- m- function render(ctx, state, entity) {" U$ b: y& ^0 j( F1 u" Z6 S
- state.f.tick();: p" Y/ H7 f. o T# w
- }
: R1 ]3 D. ]6 R. a9 E
3 V" w, ~$ r! V. h- function dispose(ctx, state, entity) {, f- n6 k3 a) m: P% N* k) M' n
- print("Dispose");+ U: |' `4 e S+ W, l
- state.running = false;/ m; k' ~6 v: V
- state.f.close();
& F% F( G0 A; x/ u0 {! }8 O1 Q" u - }$ ~0 d! M( P4 o* S0 T, R! G7 v
- 5 l; ?; m& s6 y, y# H% U$ S8 m
- function setComp(g, value) {% q) X8 J- s1 `! |# _( n
- g.setComposite(AlphaComposite.SrcOver.derive(value));7 A# S6 [6 N9 c
- }
复制代码
' I$ E, G4 g. d. `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。( E* @6 L- q3 e/ u" l5 U& X/ P
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2 D7 T" U) a# a* b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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