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# a) ]0 A+ @. c! u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。, o, O" @ V9 T0 e3 G2 A5 u! f
- importPackage (java.lang);
$ b0 E0 S- K0 ?6 S2 q9 q9 z) O. q" s9 v - importPackage (java.awt);0 m& _# h; R1 ~ E: X1 J: t4 E f
/ f8 m" w( j1 R" `2 ~- include(Resources.id("mtrsteamloco:library/code/face.js"));1 E8 q$ |6 P9 {- K
- 2 _+ i9 q- \( q w- v& n- U, B8 s
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);6 m5 l9 P. e2 @6 H/ ~! {- y
- 3 Z% y3 \+ X, N
- function getW(str, font) {4 b$ c6 Q' A6 s9 I$ `* k
- let frc = Resources.getFontRenderContext();# n% P g* Y$ {" T9 |
- bounds = font.getStringBounds(str, frc);
: {. s: z: R! P. a& _# n- x; d) [ - return Math.ceil(bounds.getWidth());6 a6 ]% |; y5 t
- }
; K( {# S) ]- C
e" x R! a3 S3 N" n9 `4 g/ Q- da = (g) => {//底图绘制' j4 a/ h1 [4 \% Z& O% t* P6 l
- g.setColor(Color.BLACK);
/ U& r, b& ^* H, U- B; s# n6 E - g.fillRect(0, 0, 400, 400);( r1 T5 d, b- e! x. v
- }
3 |$ M' i+ H2 f" ]3 q* T
4 S5 f" j& V% _" h. m- db = (g) => {//上层绘制: e. C( t2 w& O1 R' M2 }
- g.setColor(Color.WHITE);
' R" P* ?2 B# H5 Y- G! R - g.fillRect(0, 0, 400, 400);5 O- d' m* X& R: G
- g.setColor(Color.RED);, A: T5 p2 o5 U
- g.setFont(font0);
/ q0 n1 I9 ^% e. I" O, p% d, F0 I - let str = "晴纱是男娘";) ?! z1 G; N4 x% ~
- let ww = 400;9 a* f7 e: `4 m9 V+ n
- let w = getW(str, font0);: F( T) U! q j
- g.drawString(str, ww / 2 - w / 2, 200);+ `" o- _2 R0 r# y/ |& m: J
- }
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- const mat = new Matrices();4 O2 `/ y t! I) V% K+ O7 [
- mat.translate(0, 0.5, 0);! w# v7 J/ [& A, G+ _
- 1 C3 i) L- o; s
- function create(ctx, state, entity) { ~6 o/ d! z, h' j
- let info = {
* q! @1 Q1 ~- b - ctx: ctx,
6 A* ~' o+ C. a {. I/ _" m& r - isTrain: false,
q) L& ~% D8 ? }% _: Q8 m2 ~" P - matrices: [mat],, W9 N- E- ~' ~; I
- texture: [400, 400],
8 q. z: B1 F, ]( M - model: {! J s# r* Y: U1 x
- renderType: "light",
j3 w' t7 H, _# H - size: [1, 1],; j! }7 T4 F& [0 A! ]) L+ S
- uvSize: [1, 1]
, q' I6 j8 v( u! Z! s - }" T, ~' f' d, `- G$ K
- }! X) R7 ^' i2 n B
- let f = new Face(info);& b' @2 }, z& {* P+ P# V6 w
- state.f = f;
9 g. n/ P+ h9 V* _ e - # I( P) \1 N; |* u
- let t = f.texture;
$ {7 }* {( j; L1 b - let g = t.graphics;
) ?. b+ }& S- V+ t# D( u" A- {/ T" E - state.running = true;( _0 `7 U' V9 }4 O& @
- let fps = 24;
5 d' i7 l' v- n A" }. c$ h9 {: A - da(g);//绘制底图& Y" I5 [( t' a. O
- t.upload();
9 F h0 m/ Y2 x) x& j- _, T) c - let k = 0;% z, e9 N7 B# H; d/ U& n/ a; p
- let ti = Date.now();, t0 V* t, k, w" r1 p8 l! o- a
- let rt = 0;
2 W/ k; v5 h% U* D- ` - smooth = (k, v) => {// 平滑变化
; b" p2 b! P0 P. P' X - if (v > k) return k;; P* N9 m/ X6 N& v! q
- if (k < 0) return 0;
( x$ ~' Y H" d - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
# }0 q2 k" g6 v0 D D - }
+ _1 A: t6 q F - run = () => {// 新线程: J4 {( B8 V) @2 a% r
- let id = Thread.currentThread().getId();
7 h& d* S! ~# p; T - print("Thread start:" + id);7 O& B# [" ` {8 T
- while (state.running) {9 d( g: E$ D! v. q" E- D n7 h( _5 t
- try {
- ?9 N/ c Y' w! k, P8 m - k += (Date.now() - ti) / 1000 * 0.2; t7 Q4 }+ p7 o# e5 _4 W
- ti = Date.now();
. U" ]7 T }' `6 o1 W - if (k > 1.5) {/ h/ x+ h: z. ^2 k
- k = 0; c) @1 `8 C! P# q: r" c: n
- }! |) p$ x0 [) {+ M4 x E, G, W7 P
- setComp(g, 1);
! ], f {( @& K; y& r3 I! S - da(g);$ q7 X- n" \- O
- let kk = smooth(1, k);//平滑切换透明度8 Z4 c( ^+ E4 t- Z4 h. K8 s
- setComp(g, kk);
m/ q& E2 B4 f* G7 Z9 ^ - db(g);9 G, [9 t* Y: n/ y5 o7 F% G
- t.upload();
. S) V! v) e6 {9 C0 g - ctx.setDebugInfo("rt" ,Date.now() - ti);
; j, u2 H: |6 [5 u/ \ Z: W - ctx.setDebugInfo("k", k);2 q& ]- x& [8 i, g1 L" E
- ctx.setDebugInfo("sm", kk);
8 a( D; @- z! E! H! q9 w; { - rt = Date.now() - ti;
; A6 i, I g: v. j& { - Thread.sleep(ck(rt - 1000 / fps));
% m1 Q! G7 f2 t* }9 g - ctx.setDebugInfo("error", 0)$ n4 K. \9 k( a! L- U; W# j
- } catch (e) {% n$ \/ k- Y/ n2 A8 C" e) \4 J
- ctx.setDebugInfo("error", e);
' m: T# _2 l/ I' p# @+ U: l - }
, d- I E# c( n! V1 }2 v - }
) ^4 ]4 m" @; w - print("Thread end:" + id);. _5 m4 V" o5 f0 z
- }
# x8 L7 Y/ p2 C( r8 ] - let th = new Thread(run, "qiehuan");
# A7 M: j d: U1 k+ F. S - th.start();
( U, I) ?" k c* d9 z - }
7 B. K& o# ]+ K! G( `5 C
- I) U+ ?' m7 U- G2 H Y5 }* ]- function render(ctx, state, entity) {
3 v2 i& P# n$ C, V J2 x/ ~ - state.f.tick();
1 R4 [& Q1 Q9 i4 _- W - }
* D9 X- s9 R9 h3 g4 c9 i- l
9 K7 F+ U2 c+ H' ]2 \- function dispose(ctx, state, entity) {: U. V* T" v# c* W: j' {
- print("Dispose");! i! Z/ f( A3 R5 p# C! B. H+ h
- state.running = false;
* ?2 Z, `" {) E9 e6 x6 E - state.f.close();
, I- [. x4 ?# V# u5 `8 k- z - }
& ` y1 O, g3 u& F* v - " [: g8 P c+ I5 c/ j* z7 g5 h3 H
- function setComp(g, value) {
# w, W# L) G; c# e( r6 [ - g.setComposite(AlphaComposite.SrcOver.derive(value));
- T2 }% t2 }* y2 p' a2 ^& ~ - }
复制代码
+ ^3 l1 E( x/ v) ~! Y; c z) T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。 y4 E* I$ {% Q- |
7 { v' t- g# e7 l1 P& u
* M* v# u4 ~" K顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下); S0 f0 Z/ F0 y. }4 @
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