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$ H! s% q- Z* V8 e) O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。
5 D' h4 S1 J7 z* m4 F0 m- importPackage (java.lang);
% W5 b5 C2 x7 d. k6 Y - importPackage (java.awt);4 n5 s0 p/ s# O/ p) D) R" _
+ Z2 n7 E; p% [6 {% G+ e. ~- include(Resources.id("mtrsteamloco:library/code/face.js"));- n- O/ |" E8 T2 Q8 q# Q
- 6 h" X6 X9 p/ z' ?* X* u
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);( T6 O, ~0 \( B
9 Z( {# Y2 f- }, ~, d+ s- function getW(str, font) {* [/ H/ K4 t6 x& f
- let frc = Resources.getFontRenderContext();
/ p9 o7 K; o* \' S0 o) R - bounds = font.getStringBounds(str, frc);) f5 M" u6 n. U9 \7 H$ @1 F- G
- return Math.ceil(bounds.getWidth());
$ J) q) w% L% i Y - }; H7 [& V: P5 N1 n
- : Q c l p# A ]. H; H4 d$ P! @
- da = (g) => {//底图绘制
# C; F" h6 |0 a8 l - g.setColor(Color.BLACK);
" w: `! D, c" q4 c5 z - g.fillRect(0, 0, 400, 400);
" }3 G9 \( P2 H$ x ?" i' q - }
8 \, \6 y; A' l/ M1 y! r. ] - ) T" z2 v8 _, ]+ f0 t1 j
- db = (g) => {//上层绘制% L. j5 R4 [9 u0 _5 g: g
- g.setColor(Color.WHITE);
+ P" }0 P$ C0 `( { - g.fillRect(0, 0, 400, 400);7 u5 @. y: X. l. [
- g.setColor(Color.RED);! ^. d' R% V% I. K! }
- g.setFont(font0);& {6 z- }! X) R9 f* A+ m
- let str = "晴纱是男娘";
) K) I. X5 i1 n" l7 r) \% g - let ww = 400;# A4 e! i. L j: @
- let w = getW(str, font0);
4 ~" i9 D; z$ x- k+ r9 _7 v - g.drawString(str, ww / 2 - w / 2, 200);
6 [7 ]- c* _: e7 U - }
& i5 w6 d0 E) m8 C) p; N - 4 Z$ A4 ?7 [" a
- const mat = new Matrices();8 X; B& G# U- }
- mat.translate(0, 0.5, 0);+ H8 Y7 Y5 n2 u7 N4 F; w5 p* I' `# a2 l
% ?4 ?$ G) K( Y# o8 Z& c- function create(ctx, state, entity) {
4 n9 Z/ ]) X' `4 c$ n" l8 y# q - let info = {' ^- l; n! |8 p# ^8 H( ^ p% N4 ^
- ctx: ctx,
# }1 n+ D2 o) ` - isTrain: false,
( w$ H+ B& H0 m/ } - matrices: [mat],
# a; I; W! }( Q3 k' T" B; ` - texture: [400, 400],
5 s) `" K1 `' E1 V - model: {+ m( C! o6 X! ]& v; Q6 a+ j
- renderType: "light",
1 ~! H. J1 J1 Y1 H3 d {9 F# W5 f - size: [1, 1],; {9 F J A/ B2 P1 ?
- uvSize: [1, 1]
* ^; |; U$ c0 q( w: E4 o - }
6 h9 Q" p7 _+ W/ m- Y' N0 J( v1 i - }
: e b: I3 O+ H6 g8 M - let f = new Face(info);/ U, Y: @' O2 G6 k
- state.f = f;/ q' s& m- ]6 }5 x) Z
3 X* r0 o) b* Q' ]- let t = f.texture;6 b1 M4 @8 e+ P1 k! ?8 w) N0 s8 j/ C+ a
- let g = t.graphics;$ ~$ D3 c+ m+ X/ f/ i
- state.running = true;
; o3 o8 B2 o! r4 v) A8 ~( O - let fps = 24;
9 Z, r4 l: ^- C# L* L* o; q - da(g);//绘制底图" z5 Y7 N. O( e9 P0 G
- t.upload();9 ~+ V2 O {# U0 R
- let k = 0;) @1 c) [! ~# ^9 `+ T
- let ti = Date.now();5 c/ c" M# I, g$ S# P, }6 k5 F- u
- let rt = 0;: |& `! i- C+ r( @8 k; z; M
- smooth = (k, v) => {// 平滑变化: L$ _9 h/ [$ v' v. @! k1 w8 G+ {
- if (v > k) return k;
. k. |! @% d }4 B - if (k < 0) return 0;
3 s+ w" i- R. p - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
* [8 h+ ~) D. Z# R5 J9 L - }
; ^0 d p* Y; _0 m, @; \ - run = () => {// 新线程! N7 N9 D& g9 X' {3 x+ _* S: b
- let id = Thread.currentThread().getId();$ ^2 o, E! z3 Y, b3 A4 i
- print("Thread start:" + id);/ V- n2 U; ~& m6 X8 b
- while (state.running) {+ h2 ]4 ], Y4 A$ C3 o+ r7 N* t
- try {
% i- ~, O% ^ p - k += (Date.now() - ti) / 1000 * 0.2;
3 v2 [" b N( o5 ?4 C0 ^ - ti = Date.now();
* N, p$ ?. z) P$ V0 ] - if (k > 1.5) {- _# }5 _! b7 P) `1 P
- k = 0;) _- d1 S4 T- d9 ~; Y
- }
" Y" }3 f' t1 Y |. G8 ] - setComp(g, 1);/ n/ M' o1 E$ h1 L6 W
- da(g);& J+ e) z2 }- a3 k
- let kk = smooth(1, k);//平滑切换透明度* c5 G5 s% V9 N( Z& @9 y; W# [; V
- setComp(g, kk);
$ N; E: m8 n/ d - db(g);& {2 Z7 h) B) I9 z
- t.upload();
0 ^& _3 Q' R1 A- `; @ - ctx.setDebugInfo("rt" ,Date.now() - ti);
1 j* Q3 X+ ?6 s5 L7 D7 u, { - ctx.setDebugInfo("k", k);
, ^# M( _! z) d2 J e - ctx.setDebugInfo("sm", kk);2 i# x# g( x) n7 C" S
- rt = Date.now() - ti;3 l7 Z0 p- i* g B% V& \4 i
- Thread.sleep(ck(rt - 1000 / fps));
P6 J5 A3 Y# R) | - ctx.setDebugInfo("error", 0)
9 V2 r f# i6 D7 `' k' i a - } catch (e) {
& `/ l9 Y- R& t9 s - ctx.setDebugInfo("error", e); B9 y. Y0 a' b' E" y' ^8 l
- }
3 H3 S0 {; P8 b - }
. i M; k# \9 E; @5 j - print("Thread end:" + id); I$ z6 K3 D# G) D2 y9 \
- }
* @9 M, F* q+ O! A - let th = new Thread(run, "qiehuan");
2 P$ }" Y; Z/ M7 b6 ^; w - th.start();* J! f$ g7 r% U* F4 {
- }0 U: |* A b- F7 a- Y& o: G
( K9 f* T2 x5 K) r' |- function render(ctx, state, entity) {
o3 q! k s" h# V - state.f.tick();8 e6 n0 U% H* P. {- O- v/ @# N
- }" s5 D6 e6 {* `: f* D
- * o' Z# |' G$ u" A& e1 Z! K( k
- function dispose(ctx, state, entity) {
0 {3 `) m# J" `2 Q# l6 K2 F - print("Dispose");
# t( E% G) _9 i - state.running = false;/ l2 K8 j7 l) k' k7 z {4 |- z
- state.f.close();7 D8 t+ ?! S" {% x& a2 [
- } r4 G9 X z3 y {- H& C/ b
- 4 b( t' p$ P: g% o; |+ \
- function setComp(g, value) {
8 m2 M5 n. ~ G+ k - g.setComposite(AlphaComposite.SrcOver.derive(value));' c/ J9 V, N$ e# Z* E
- }
复制代码
; T, c5 }, d7 ?) U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。3 K4 q+ w: K; _# g6 n. @
# ^% p7 U g% I% j1 a% [ G
* P8 r2 [! H+ b& R2 c7 i0 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)& ^' _9 X" w8 E* {2 S2 ]6 S! v
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