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0 z% `" ?. o" m! p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。
1 \4 k2 a1 {* H' z; Q5 W- importPackage (java.lang);
) N1 k5 v+ w+ {8 i9 c - importPackage (java.awt);
- i/ C+ c5 T2 y; y - . X( Q. Q4 Y$ W' {% h
- include(Resources.id("mtrsteamloco:library/code/face.js"));
4 Y9 \2 s, n% h A6 j2 T4 ~ - * @- Z1 H+ A/ M* z9 ]
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
, ?5 Y6 F4 Z$ I# j# g/ P3 Z - ! k0 k( }& R2 i% q& p& l
- function getW(str, font) {
; o. m2 m0 h6 H, _ - let frc = Resources.getFontRenderContext();
! E+ }% o" p6 s2 B - bounds = font.getStringBounds(str, frc);
# t/ \# M1 {& t3 |! y2 s - return Math.ceil(bounds.getWidth());
# ]9 A# p! E( G7 n - }
' @* V( }* G ^, O - ; s3 [$ C4 A4 f; _, a0 t
- da = (g) => {//底图绘制
" M9 |1 R% m! v. L, Y: x - g.setColor(Color.BLACK);
3 S& j8 [ P) j: k+ L - g.fillRect(0, 0, 400, 400);
: i/ u% |6 _. }& P( X) i0 [ - }
1 N- w( m1 @% k1 H: U - 5 H9 e$ I3 ?; }+ A; a
- db = (g) => {//上层绘制
3 u% i# U7 w2 d% }0 T& @8 _ - g.setColor(Color.WHITE);
2 j- G5 d1 {7 h/ U, l - g.fillRect(0, 0, 400, 400);% U; W' X( a$ D( g6 B1 o
- g.setColor(Color.RED);( z: J* e0 u3 w, q% G9 |
- g.setFont(font0);& U L) d" H4 l' ]
- let str = "晴纱是男娘";2 } a( j( f( r
- let ww = 400;
8 W2 F6 H" S) {2 x" h - let w = getW(str, font0);2 Q* O6 {/ r3 ~( @) {
- g.drawString(str, ww / 2 - w / 2, 200);# m' n" I9 H* E! Y# J, }- u6 o( p% ^
- }
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- const mat = new Matrices();
" A2 c r- Z2 f( H* j# W; t2 G - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {0 @! y7 `' E# N$ o* h
- let info = {5 \" _3 W* y( \) {
- ctx: ctx,
2 G4 R+ x2 l# Y5 q; h- B- _ - isTrain: false,' r7 k1 \3 v- y! V. t9 m' Z8 H
- matrices: [mat],
% c, \) J- L4 @2 o6 K - texture: [400, 400],
s9 p; H5 \$ ~. ^7 Z - model: {4 p3 L6 o# }0 c
- renderType: "light",8 `' W0 y$ Q; G# i
- size: [1, 1],
! S6 d: X3 q) {$ q2 |! R8 n4 N - uvSize: [1, 1]1 z! A( N! T, w! i* B% k/ h% R
- }6 M/ V( u, j ~* A1 Q
- }
3 N: W- k8 b& c% v2 w - let f = new Face(info);
4 Z% k$ m( b' ~8 j - state.f = f;& b; u7 l6 ?) X- b$ T J( k6 z
' ]2 L( M% m- l: u- let t = f.texture;
6 d- r9 w4 h( _8 F8 j4 y, s2 c - let g = t.graphics;
( c3 S) s d! H0 }8 l2 b8 i1 C) n - state.running = true;
5 c* i' Z9 [9 x; F; U$ R - let fps = 24;
6 O" D7 A* q' B! v% X - da(g);//绘制底图
2 s9 v ]$ W. z" b2 E - t.upload();
; c3 ]$ O X! i9 P$ W2 N - let k = 0;
; Z. n {: t+ t) _' Y# R+ H - let ti = Date.now();
, y1 b2 w& J8 {( ^$ n1 o3 Z7 H - let rt = 0; ~, f( @5 r, r) z- k2 k
- smooth = (k, v) => {// 平滑变化
/ k4 f1 D& Q0 d$ A. k - if (v > k) return k;4 t, S. C3 }0 O4 F# l+ {) ?+ v
- if (k < 0) return 0;
* n1 v9 k" z9 f W" ] - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;8 r8 Q! a# ] I+ X1 ]% y
- }
$ E9 X) x9 V1 n: X! h2 x( y - run = () => {// 新线程
: l9 _! k& a7 z# u! M - let id = Thread.currentThread().getId();3 W6 ~% g2 j) H3 F: R3 _$ ~/ x( m" ^2 q
- print("Thread start:" + id);( `1 X$ W+ Z, F+ _0 c& V
- while (state.running) {* n% ?: r7 N: p/ P8 \ J
- try {7 _) F* b6 P {6 m' Q: h$ Q
- k += (Date.now() - ti) / 1000 * 0.2;3 v8 K3 n5 D4 i) z3 _
- ti = Date.now(); n z% U& K% H2 e S9 L
- if (k > 1.5) {6 {; F( P; u' |. s0 {
- k = 0;- `5 W' U+ a6 g/ s
- }
6 h" `8 K( c, L2 X0 E3 O - setComp(g, 1);1 s& r* K" D/ Z
- da(g);
" ^" J4 J; g7 b1 T, u7 ] - let kk = smooth(1, k);//平滑切换透明度0 \; q8 f6 X# X
- setComp(g, kk);" r5 l$ t+ j) a% C) K! ~
- db(g);7 q! x7 @6 z' N7 ?$ T9 ?
- t.upload();; g% R6 {+ [) V/ @* ?
- ctx.setDebugInfo("rt" ,Date.now() - ti);, z+ a, _! c5 v- k) f$ C
- ctx.setDebugInfo("k", k);" Y4 z/ j6 `2 q0 t8 B3 \
- ctx.setDebugInfo("sm", kk);
8 g" ^5 C' D0 t( U - rt = Date.now() - ti;
- C' F# r0 L+ H5 C( K - Thread.sleep(ck(rt - 1000 / fps));
+ r0 Z% [1 ^4 t) X W - ctx.setDebugInfo("error", 0)$ J6 X3 p! _9 j
- } catch (e) {
$ m5 A$ s3 V1 h; k5 Z - ctx.setDebugInfo("error", e);
& N, a: [! E2 B7 ?" L - }9 u0 E9 [# l* H+ |$ I, |: _
- }
G! N$ Y7 t; i1 \2 N8 { - print("Thread end:" + id);
* i; v9 `2 _8 ?7 ~ - }0 e+ t3 j2 e9 U2 n* ? F: }" v
- let th = new Thread(run, "qiehuan");
I& ~1 W. g7 G5 S$ J* \% d - th.start();& ]. C4 C J# s
- }
/ l* y0 I; l! Z! z, H: n7 @ g
+ a& g* p& n2 {; V, a- A- function render(ctx, state, entity) {
& d! j8 t5 P G2 ~' D - state.f.tick();
, n- _/ L, m) N' s - }5 o2 E, D! D6 u5 x; R) r
- . ^( |* Y m, F# n# w/ p
- function dispose(ctx, state, entity) {
$ I4 j1 y& o; y! q - print("Dispose");
4 o( |; @4 |) {- M9 n$ k8 e# V - state.running = false;# Y) n: I1 z4 Z$ c- z- K
- state.f.close();8 ]% J$ G1 G9 {$ x- F
- }8 G; B4 b/ k& U+ J: B6 X0 z
?% W7 }& H$ ~# E0 m- function setComp(g, value) {
. R0 ?9 k, r: h5 h' b0 a - g.setComposite(AlphaComposite.SrcOver.derive(value));
; |1 _$ a+ x0 r0 |2 a3 h: ?$ J; c - }
复制代码
3 C% N1 p0 E+ C7 d4 a3 _9 e' x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。
$ `) H9 X7 J0 x# ]; I$ m/ I5 ^6 e/ a& \7 F; J8 A) v M8 N
; Z4 _9 q+ x0 ]+ U) q: x/ h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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