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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。
: `" \7 v5 d8 W+ T6 p# E& [- importPackage (java.lang);) \0 ^! h: c8 v/ l
- importPackage (java.awt);0 ]5 k3 _+ H( [& H, _: x
$ `6 Z4 N5 y& Z+ F# L/ k# O1 f- include(Resources.id("mtrsteamloco:library/code/face.js"));2 H* o- n& J. ?6 R: j3 w
2 X7 M) [8 q3 h3 E- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
^2 X5 @9 v8 {$ S* o4 K+ c; R
% w3 _: @5 ?& i5 O& T* `- function getW(str, font) {3 z4 i$ h, }: O
- let frc = Resources.getFontRenderContext();
1 a1 R- P( r6 d" V9 D - bounds = font.getStringBounds(str, frc);
. ~9 R' a4 |/ F8 f) `5 T - return Math.ceil(bounds.getWidth());( J7 f+ b. [3 F; X; C# z
- }5 i8 s6 {$ t) A! y. C/ H Z6 K/ v7 d4 D
; w2 }0 }* C4 \7 v' h+ Z- x5 A- da = (g) => {//底图绘制
2 t: Z# w8 D5 Y! s& M - g.setColor(Color.BLACK); w: ?3 q% i- x
- g.fillRect(0, 0, 400, 400);: S m8 s! z5 p4 k
- }
L6 ^" b0 G7 e4 E+ d
, b+ m, _! R* X+ y$ E2 r- d- db = (g) => {//上层绘制
I/ ~) m; J r - g.setColor(Color.WHITE);
6 G1 p. U! U/ a - g.fillRect(0, 0, 400, 400);: o; X4 c* |: @. K4 ]9 N
- g.setColor(Color.RED);
5 u( w/ E! F: d - g.setFont(font0);
! k/ T$ M8 a7 W A8 \; r$ H - let str = "晴纱是男娘";' B, ^! J( e* o: Z
- let ww = 400;
1 t2 c7 R) F2 Z/ e5 |8 E0 ~ - let w = getW(str, font0);+ h' S0 _% m6 u+ k, w0 R
- g.drawString(str, ww / 2 - w / 2, 200);
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- " k1 N( N. o: j! p; I6 a; K
- const mat = new Matrices();% _% N2 B# e8 M! c2 C! @
- mat.translate(0, 0.5, 0);
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* C: X. F! o5 L* z* M- function create(ctx, state, entity) {
3 ?8 W9 d" M, L7 g - let info = {" K, ~- N1 F( ~* u( V9 _' W \4 ]
- ctx: ctx,
) C8 y# |+ q) v& |$ l: n! E3 @4 r$ Y - isTrain: false,
/ F; N, L, B. A - matrices: [mat],# P2 p+ A1 ?2 Z& l! m& K& _. C' B
- texture: [400, 400],% R5 u' ^- q6 _$ Y3 A9 Z6 \
- model: {
' Z4 @4 R: m+ }: s P$ x - renderType: "light",
% o" x+ r, E; D- e+ t- W* h5 t ^/ I - size: [1, 1],3 j3 i! D: p5 u) g) S0 e5 ?" ?+ ~
- uvSize: [1, 1]
6 o* J9 u* j0 t2 m. @! E/ R - }
3 m9 s+ e" x. m2 _ - } h0 s; S r$ {) q8 W2 ?. u
- let f = new Face(info);
2 x' Q3 J$ a: f! N( V - state.f = f;
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- let t = f.texture;" [- d4 @# a) W/ `
- let g = t.graphics;
9 b7 w1 |& }+ y: [7 b* M - state.running = true;
& Q- E( x; ^) F1 O0 `+ B - let fps = 24; p$ n# S! b4 X. T6 C8 }% H; B
- da(g);//绘制底图+ a/ p2 B8 H: V: i1 b1 ^/ h g
- t.upload();
# Z: b; u; q# J* F2 u - let k = 0;
# o# I1 ?# B N) A - let ti = Date.now();" o9 n4 K) j) N. z: j
- let rt = 0;4 s8 e& L t( k0 P
- smooth = (k, v) => {// 平滑变化, t" j9 e! z3 b" {! h0 U! X' x# }
- if (v > k) return k;3 B7 S% u& T- }9 e
- if (k < 0) return 0;
; j# I4 I! H, ]/ j* D$ M; m" V - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;- v% o* G* F7 _" S
- }
" G% h v% w" g+ H6 j/ M5 I - run = () => {// 新线程
( u' d: ?5 Y1 l1 E9 A+ J - let id = Thread.currentThread().getId();; U% i1 ~7 p0 q; p' D7 E
- print("Thread start:" + id);
' k# d& M$ K' Q - while (state.running) {
9 F* J# r+ n1 B- h) o! D4 ?7 }1 R - try {
' G2 A, }" }8 s( ?/ ]" v9 Z - k += (Date.now() - ti) / 1000 * 0.2;
0 O, g% g( Z" s! i" w. h0 n" J - ti = Date.now();) Z! C: T; H9 s# \& x6 |* m& O
- if (k > 1.5) {
# t: g* Z9 u6 p- b6 d* A) M% } - k = 0;3 Q. g# T! P1 G" z" F( F% M
- }4 }. r# T' j# c. P( Q; E
- setComp(g, 1);; _+ ?5 }3 _! A9 V+ @
- da(g);
' }# ?- _) \$ i6 P t - let kk = smooth(1, k);//平滑切换透明度- D0 M" m$ A5 V* u4 t
- setComp(g, kk);
0 z+ J) `" Y% ~" J - db(g);: }" a; I6 x9 a" P+ K: S' X/ J
- t.upload();5 f- u$ F& E! C: m7 v' L
- ctx.setDebugInfo("rt" ,Date.now() - ti);3 z, r8 [* V) j7 l5 y& \
- ctx.setDebugInfo("k", k);% O# d. v3 H2 ~
- ctx.setDebugInfo("sm", kk);, H2 Y% D/ l: ~. m" L9 m, ?
- rt = Date.now() - ti;
. i1 R3 y) t% h3 {$ u+ i! k- K - Thread.sleep(ck(rt - 1000 / fps));- f& ]* v5 \; i. H0 @9 K
- ctx.setDebugInfo("error", 0); Y* N' |- a: c2 M8 j
- } catch (e) {+ ?0 M0 D$ V3 q# j R
- ctx.setDebugInfo("error", e);
1 |$ w( q! S, e5 ~/ x3 E6 _; T - }
3 x/ f9 k) A& ]6 H5 M1 F - }. v9 M/ x5 Y2 R# K, h
- print("Thread end:" + id);4 U/ h3 o: [. x, k' r
- }
; t# d+ K* F( i8 V. p - let th = new Thread(run, "qiehuan");9 y7 `: ]+ j* `) E: p9 ~
- th.start();
+ K8 N- ^- r3 z1 ?/ C, A! q8 Z - }! h& H M$ H3 b* U4 V7 @
- 9 Q; Y; s3 A2 a" Q- B* B8 n
- function render(ctx, state, entity) {' W& @/ D' U0 k( R4 X D/ F
- state.f.tick();' d1 {% l: N, W* E8 k
- }
# v0 Z: @5 u( i3 R* x) Q/ x
: ~7 @: m7 B( \- function dispose(ctx, state, entity) {
2 _+ L d& F" O+ H" `" S5 g6 Q - print("Dispose");
7 I% a& p" f, w5 Q1 @3 p, \0 s - state.running = false;
7 n' I/ f1 ^* e' _ - state.f.close();0 g: _ `" L! W7 L. F% u6 L
- }
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2 r% r1 Q Y5 k! n2 y1 j- function setComp(g, value) {0 }$ [, Q2 Z. {' |, V4 w/ r
- g.setComposite(AlphaComposite.SrcOver.derive(value));4 [* e8 L4 R; t9 K6 G' r
- }
复制代码
/ D& @2 E5 l/ O4 x$ J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。4 {0 D3 _# S/ `* d; K }
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9 \2 i, H4 _1 o: a顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)! \" j. O/ v" ^3 {9 Y
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