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' h+ i, s' M) r/ B7 T! s$ O7 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。
( `/ X1 Y: d7 a2 e- importPackage (java.lang);+ s0 \9 ?8 v7 k
- importPackage (java.awt);& U' W$ r( o& E/ |6 Q9 ^1 q7 @7 k
% \6 Z- w6 j3 j4 ]$ k- j D5 G- include(Resources.id("mtrsteamloco:library/code/face.js"));" V4 [7 v3 [2 n; l
- " M0 \- f" W; R
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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; P7 W0 [. i4 i. |! Z8 S" t4 n- function getW(str, font) {4 j; y2 m& S- s! | B# `% R
- let frc = Resources.getFontRenderContext();
$ V* Z% b' B/ X8 v/ o2 g( ~ - bounds = font.getStringBounds(str, frc);
( J3 A8 b! [" k R1 N3 A5 o - return Math.ceil(bounds.getWidth());
3 T. j" H" a0 \ - }
* t& j5 V5 R) P8 K N, I; X - , L3 S. J( z" o; q" l4 ~8 v
- da = (g) => {//底图绘制
q1 b, Z2 ~+ D8 }, ? - g.setColor(Color.BLACK);
! q5 ^# d3 W* w! f/ R: l. c: \ - g.fillRect(0, 0, 400, 400);
, b b2 F3 b, d, J - }. L+ }( ?: ^& _+ Y7 m2 O
) }4 G( t7 `0 v' |4 ?: t& ]/ n. x- db = (g) => {//上层绘制! E3 [ N9 y4 G& N
- g.setColor(Color.WHITE);
7 h/ q1 H. I/ p4 {2 K" ^* D - g.fillRect(0, 0, 400, 400);
: I% I7 ^; @1 d& u - g.setColor(Color.RED);
$ p" m! `0 X, \2 n" J ^. N( ^( ] - g.setFont(font0);# d2 o1 H& z! Z; u( S3 T) }/ i9 }1 x
- let str = "晴纱是男娘";1 i `# h9 S' U/ h
- let ww = 400;* C* j' @4 J, m1 b
- let w = getW(str, font0);
* R$ Y# W5 F# e; A3 g8 _ - g.drawString(str, ww / 2 - w / 2, 200);
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+ L9 Q- l6 v+ R1 I( p( T- const mat = new Matrices();2 b( X6 _/ [) J4 r D* e0 m. {: p, s9 g. x
- mat.translate(0, 0.5, 0);
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: t. ?) ~" A# j' V. P! b! ?8 D- function create(ctx, state, entity) {
& d) ]) D0 \' M& v) Q - let info = {
/ Q0 A9 x: m' n8 e3 J0 `$ b8 @( f' Z' E+ A - ctx: ctx,& ?" z9 X' E) I, Q* R4 q) v
- isTrain: false,
# K* Z" U9 {; N. a5 M7 D" G - matrices: [mat],8 v0 o7 k' y* S7 k
- texture: [400, 400],3 I L) Y4 F+ M( _/ y
- model: {
1 C# Y3 N( N& Z Q- Z# y4 X6 j - renderType: "light",
: B4 \3 }+ a( e q; ^; N - size: [1, 1],2 B8 Y4 N% A# Z7 f
- uvSize: [1, 1]
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- }) V7 W" F/ r. f$ P
- let f = new Face(info);
7 \# R2 H+ f) c7 D - state.f = f;
' D. T+ n; n/ m1 ^
; X( A4 C$ i" M) s0 l/ n- let t = f.texture;
: J. ^/ T" a9 L - let g = t.graphics;/ y$ k2 W7 v& I0 v
- state.running = true;
) B$ a8 k; O; O$ Y+ }2 { - let fps = 24;3 d0 s) [( j0 S r; c
- da(g);//绘制底图* o* N7 N/ A3 ]& j! b
- t.upload();
4 }5 ]; G0 l, s: S - let k = 0;
) \8 v7 @* g- P/ s8 r# d - let ti = Date.now();9 ]8 F; y& T& M; c' Z5 H
- let rt = 0;
2 F- }9 O( o9 a0 H! c4 K - smooth = (k, v) => {// 平滑变化
: f: s" B/ @, y$ G. D& w - if (v > k) return k;8 V! w# R: Q3 x" d; u
- if (k < 0) return 0;8 T. Y& z3 ^ w) o* B- c
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
. k4 k0 S7 C. i/ q- H. O8 X) N - }- N# ~$ ?% o. [/ {/ v
- run = () => {// 新线程; l: |7 Y/ D8 X, X- F6 y
- let id = Thread.currentThread().getId();
- k6 ?( @5 F% l0 m! K2 T - print("Thread start:" + id);5 V1 {! h j- H4 ]: j1 ?, y
- while (state.running) {/ s* s: I6 F* e* y1 d3 G/ g
- try {2 J5 |5 m0 \% v0 U
- k += (Date.now() - ti) / 1000 * 0.2;
# s. p/ z% ~6 T' h6 t& ^3 L- t* } - ti = Date.now();
0 x K1 ], x! C" h5 Q0 s - if (k > 1.5) {# S$ E2 r6 A; P& G+ F
- k = 0;
) t5 x& w u# m% f, c - }
3 I# |, p' b5 [) G - setComp(g, 1);' B) l+ K( w0 J$ m" g9 {6 w6 N4 {
- da(g);* T: m$ M! E) `* L* E7 x
- let kk = smooth(1, k);//平滑切换透明度
3 c, o$ a5 J2 a4 w% d# @ - setComp(g, kk);1 L% c. ^6 I: ]; v: s. s( m& b
- db(g);2 |" \0 L y2 b, U3 z' X
- t.upload();$ g- A1 \2 g# m$ e
- ctx.setDebugInfo("rt" ,Date.now() - ti);" a; q* J# J- E7 \4 b
- ctx.setDebugInfo("k", k);5 C$ }* Q- B, A+ J8 Y0 W0 C# ~( i3 A
- ctx.setDebugInfo("sm", kk);/ l T- n3 }% L+ _- ^6 _
- rt = Date.now() - ti;
! W5 h- g) K+ L3 y7 p% {9 d1 h - Thread.sleep(ck(rt - 1000 / fps));
1 r- L$ R( _$ ]2 L/ c - ctx.setDebugInfo("error", 0)
, }' V e0 P2 C1 S5 ^/ G - } catch (e) {3 N0 A+ [; E; M8 G( z4 w: r
- ctx.setDebugInfo("error", e);
I1 j3 ~" S1 m - }
" W- S" I# Q5 J - }0 z* K9 Z+ j+ w; d( }& R& y5 C
- print("Thread end:" + id);: S& _+ r) v. r6 a* @8 X
- }
7 h7 G ^: m/ V - let th = new Thread(run, "qiehuan");
3 z# ]0 I6 P* H' s4 a$ s y% T- m - th.start();
1 t. q) F1 Q9 d# g k/ m - }
7 @! I+ ~3 M" D# _/ J% o# G( _
, i/ y; _; h: D; w2 o; g( M- function render(ctx, state, entity) {- \" [2 T* c* g- s% y9 Q4 W H6 M6 p
- state.f.tick();% }; B; v' L( ^; T) q1 M
- }
/ m! M! d" m: v) s$ T2 j - 9 g% L: r: {7 s, A5 V8 A5 @
- function dispose(ctx, state, entity) {0 ]' z6 a' M- }) l4 @
- print("Dispose");
- |# J' g& u( l7 [ - state.running = false;$ J/ x$ a8 v) e+ U1 M& {' e
- state.f.close();8 n/ C8 ]! B( G% O4 p; w2 x9 B
- }+ U W$ H5 N$ S! M* n
- f3 i4 v1 S# E: [; p& M- function setComp(g, value) {8 e8 Z1 A1 k+ I& K
- g.setComposite(AlphaComposite.SrcOver.derive(value));1 Q: W' L" P- i7 S0 [4 k
- }
复制代码
R3 l8 T' G7 ?# a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。 E5 q: d9 ^! a% r, J# n' I
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+ \3 T( B2 x: @' a6 Q8 W顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下). _" r/ L o" k) c
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