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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。5 B' q) \. J: @: v
- importPackage (java.lang);, f' o0 E* u5 }
- importPackage (java.awt);/ F; l3 P- }! w. I/ j+ L+ w1 b
- 7 K( J( C: m7 C( a5 F2 B
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- a1 V n; @: V- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);# |4 Y- P% ?. {* J
& i- r0 ^! R0 v: k% G% M! D- function getW(str, font) {
5 D9 s' ~! [# f3 n* c+ f$ j. o - let frc = Resources.getFontRenderContext();
, X0 e3 z" X5 e& W1 ]; W) e9 _ - bounds = font.getStringBounds(str, frc);% H2 k. X0 O7 s5 v8 F# S/ k9 L
- return Math.ceil(bounds.getWidth());" b2 K( W+ G* e# c$ V( f, c4 u0 h
- }3 G3 ]" ^6 P! K0 B/ P
$ g0 F1 s \, U1 y0 ?0 [- da = (g) => {//底图绘制
5 b1 D9 ]+ z. k$ P! M5 |& K% ] - g.setColor(Color.BLACK);& q+ A$ s' w1 m. l
- g.fillRect(0, 0, 400, 400);
& h+ f7 k8 M8 l5 e( } - } `5 {% a- |4 a8 s: N" p: S: `# z: e
- 4 K, t0 f: s2 T9 p4 y* E) P( a
- db = (g) => {//上层绘制) N) @% x" F3 V& K9 P
- g.setColor(Color.WHITE);
- q/ }7 A. q) U z0 C. H - g.fillRect(0, 0, 400, 400);1 R8 G% r. }, U
- g.setColor(Color.RED);
! R; O& v- e `4 q, G - g.setFont(font0);
( j& U3 `; n! I7 h/ a: n* ~; M - let str = "晴纱是男娘";
' h+ b6 }! p }3 f) o( S v - let ww = 400;0 g/ m/ u9 K- a; E0 ?/ G! a
- let w = getW(str, font0);
4 E& }5 B2 J- M - g.drawString(str, ww / 2 - w / 2, 200);
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- const mat = new Matrices();
) y* B S+ N; ^5 Z8 T: j - mat.translate(0, 0.5, 0);
, B- g1 ^) {6 w$ s! ^" ]
: M7 Z7 X; g0 D$ L- function create(ctx, state, entity) {
' E( W- O8 c: h0 r) V6 I - let info = {
- U3 X* Y' v# p J5 A8 |$ z - ctx: ctx,5 G+ m9 t1 ^/ @$ U
- isTrain: false,4 ^+ u: Q5 K2 O( x: K
- matrices: [mat],
+ t, V( B. O0 I5 J - texture: [400, 400],
( m; R; q4 {* E0 k - model: {# q4 a4 Q, R3 v5 E
- renderType: "light",
$ q4 C% J0 p! ^, [! R - size: [1, 1],: H0 L# ~( g' H+ i3 L
- uvSize: [1, 1]
' [, x$ r. B, ~5 }4 s1 B - }% S9 y; ~9 s+ K) M2 y! N
- }
( z! @0 ~5 S2 X5 l - let f = new Face(info);0 z, i, q9 I! R9 {- ]# \: L- U
- state.f = f;
% _2 C4 f u) m6 f2 h( i9 L6 b - , l7 ]2 ~/ J; {+ x/ V! Y+ z' i
- let t = f.texture;0 y: ?% v3 w8 `6 D# e" i! M
- let g = t.graphics;5 }( E& t n$ {) {( a! w! T
- state.running = true;
9 Q4 \3 j! [7 c - let fps = 24;8 O+ u& |2 s8 {' @
- da(g);//绘制底图; {. V/ |- l4 u" P! S
- t.upload();$ g3 \, A# g5 d
- let k = 0;0 y {" E# Y" H9 y8 Z" _) Z
- let ti = Date.now();
# m9 q' X$ P& c8 M4 A - let rt = 0;2 }2 ~ a3 J; `3 H _$ E+ F
- smooth = (k, v) => {// 平滑变化
7 U# u( H! Z# c" A! ^0 H - if (v > k) return k;3 O j4 c, k3 M& r$ i6 i9 a8 T1 \
- if (k < 0) return 0;
) ^: ?: x0 e2 @' b - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
' [ C% f! b( v6 ^) { - }- a6 O; L) z2 u6 W: I: z
- run = () => {// 新线程
& t+ M6 K6 Y; ~' M - let id = Thread.currentThread().getId();# c$ g. `# C2 X0 m) g/ r, Q/ `
- print("Thread start:" + id);
8 N& l B& j. W, d - while (state.running) {$ \/ y H1 H5 X9 |
- try {
+ `/ W) N0 ~3 T - k += (Date.now() - ti) / 1000 * 0.2;
/ ^% K& v7 g! G& ` - ti = Date.now();* k( H. q/ n& I P2 l
- if (k > 1.5) {
4 Z- Z# B7 H* N4 V* K& ?+ O - k = 0;
$ V, w, i4 @9 ^ - }: ?! T; D x, @) A p3 y9 k
- setComp(g, 1);
9 F6 e6 E1 ~( ~3 B; q - da(g);
4 @( a; m. z) u, y% O6 T6 n - let kk = smooth(1, k);//平滑切换透明度
6 C+ K) e' O3 c t - setComp(g, kk);, n- M3 w/ F( L- s
- db(g);$ G+ R5 I' V3 M8 @1 _& I' C
- t.upload();
N M D6 G) f0 f8 o4 D - ctx.setDebugInfo("rt" ,Date.now() - ti);) f ?; }+ P5 D2 i0 h
- ctx.setDebugInfo("k", k);4 @) P3 q5 {/ y4 }9 p
- ctx.setDebugInfo("sm", kk);
1 w0 v8 b2 n, t/ W x - rt = Date.now() - ti;! V6 M6 c" a" R! M2 i
- Thread.sleep(ck(rt - 1000 / fps));
- g8 I; B0 t& X0 b* X' G. h# b - ctx.setDebugInfo("error", 0)
0 J. H* r; X' b' V1 ?0 R - } catch (e) {7 j, j+ b% Q6 n
- ctx.setDebugInfo("error", e);
# Q2 }6 D9 n f) b - }7 E+ G" |+ u2 Z4 D0 F9 J6 W5 `
- }
1 G. t- a% T! q6 J$ {: J/ m; u; X - print("Thread end:" + id);- t1 v: i9 E: J3 l1 `4 o" e {+ |
- }. V# @2 W9 B2 @9 o+ j4 I7 h8 n
- let th = new Thread(run, "qiehuan");; E8 U4 I X) a! i' g
- th.start();
' e0 Q5 T! V V9 O3 h - }
1 ?. z4 \ H. q4 v
% X% `, C6 d1 m0 R* N$ z$ ^- function render(ctx, state, entity) {+ Q* ~ S* q, |7 H2 N! L5 ^" {
- state.f.tick();8 r7 ?% e" }6 l+ `, c
- }( b+ Y; L: O; ^
; z. D9 X( S O8 _9 I9 ~8 \- function dispose(ctx, state, entity) {
% d$ _! Q8 l6 S# [7 T9 ]3 u - print("Dispose");! a5 {: a3 X" d4 T
- state.running = false;
. k1 o$ k# w: W% i - state.f.close();, b/ A2 e! x( P3 Z5 @0 [
- }3 `/ p% q$ }5 J2 r _& e
0 U3 j7 Y2 X- x! Q5 b, H- function setComp(g, value) {
# n4 I! I$ S v+ X$ a - g.setComposite(AlphaComposite.SrcOver.derive(value));
2 w" b1 ~4 z/ x3 M4 W, k$ J4 H - }
复制代码 a1 f; c1 D" g5 x) s# U+ G
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。/ G: i( Z+ }, S6 n% N2 f/ [$ p
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s' { J! ~: p; w) o5 `0 P# x4 X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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