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2 ]) J; K' i. S( o: P, W, Q% R& y; a4 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。; \! z+ c: E/ N5 L/ I9 h- E* ^; w
- importPackage (java.lang);
, S9 ?: L' k9 G0 Q) {) S( @% K - importPackage (java.awt);
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- include(Resources.id("mtrsteamloco:library/code/face.js"));) H" v1 F" M" j; }3 V" H- _& y
. P, m5 h; o1 p8 P a- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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- function getW(str, font) {, V8 C' W9 A0 _9 F. Q4 S% E+ X3 {
- let frc = Resources.getFontRenderContext();) t1 f; P6 G# d6 O5 @
- bounds = font.getStringBounds(str, frc);/ M q/ t( h. }
- return Math.ceil(bounds.getWidth());
# u$ u. e; x6 h* a - }2 j. |# [, Y2 r5 p& l
- 0 W% y, Y+ w, x2 f
- da = (g) => {//底图绘制 |0 k, H* L; ?$ W
- g.setColor(Color.BLACK);- Y$ ]9 j* P7 Q$ F- C/ b7 `2 C7 V
- g.fillRect(0, 0, 400, 400);8 O5 |7 n+ u3 V4 ]6 q, Q3 Y
- }9 A1 \" j* I! n5 [
- 1 f9 D4 d! t0 L2 U- c) ]
- db = (g) => {//上层绘制: U' m; n$ B% q: X) i
- g.setColor(Color.WHITE);/ @2 x ?. [) l' }8 S9 o- {- b7 q
- g.fillRect(0, 0, 400, 400);
5 h; y8 P6 @, f+ a$ m) s - g.setColor(Color.RED);. e. @' C- n) i9 X7 R
- g.setFont(font0);# p8 d, d% p. T* {$ U3 J4 Z
- let str = "晴纱是男娘";
* Z4 | z4 h, L' P4 L - let ww = 400;$ Z7 m! R$ Q2 Z6 ]
- let w = getW(str, font0);
4 w; L: k9 D7 f$ I2 a+ A - g.drawString(str, ww / 2 - w / 2, 200);
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4 Y) N2 |6 P- d$ a) E! n) L- const mat = new Matrices();
+ o) c; p! Z) v4 w4 q+ J9 x - mat.translate(0, 0.5, 0);( x% `4 _$ [! |
- ( k$ c. p; ?8 Y' M
- function create(ctx, state, entity) {
# f! Z! ]! q& f# n% f# [ - let info = {
4 C. ^/ {. z# E2 D - ctx: ctx,
+ ~! y$ m% J! k3 l - isTrain: false,+ [3 _& F, y% Z) u, O. V) @
- matrices: [mat],
$ m' ?! o8 R7 Z, d - texture: [400, 400],$ Q9 J/ K' I# M) |+ `
- model: {
& X" f0 r W# O9 X( Y5 M" P - renderType: "light",- J: W+ R2 W4 |8 L: [8 }6 ]* ~/ \* z0 k
- size: [1, 1],
& W0 w7 C. d% G2 ` - uvSize: [1, 1]
, T0 g& a" h, o0 B( g0 m. J - }
; V1 g) g0 R4 B2 u# T - }
8 P4 ?2 ]& K' i. ] - let f = new Face(info);$ p& h- [$ x$ ^
- state.f = f;
) p9 O5 V# U7 A; P H6 O2 H! _ - 3 O. D" q; C/ e8 F/ k
- let t = f.texture;
: @% `' Z, O$ g# E# D/ l" i( _ - let g = t.graphics;% B! q$ c. X) y
- state.running = true;# g3 s( {) m2 y/ i
- let fps = 24;+ T3 `: o& u/ O
- da(g);//绘制底图1 @6 M' K# {% H: n
- t.upload();4 B4 A( e6 f3 z* f
- let k = 0;3 x0 k* R6 A$ c9 E) q" Q) d' A
- let ti = Date.now();1 q/ e1 J2 \2 L- z' @
- let rt = 0;
% _1 r! Y2 i: z+ k7 x/ y0 n - smooth = (k, v) => {// 平滑变化7 {6 L4 M# p( k6 H s% p
- if (v > k) return k; X5 H) `0 P* G/ _, p' }
- if (k < 0) return 0;+ Y3 n/ [7 ?7 t/ o! h1 i( \" Y
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;7 K f: a3 l5 ] K+ k
- } d& ]. x- ~6 n. @3 x) Y; Z
- run = () => {// 新线程
0 B( Q/ l0 }9 W - let id = Thread.currentThread().getId();
9 n3 a% D! R( a - print("Thread start:" + id);. ^2 {- f+ L' j3 ~: c
- while (state.running) {1 y, \; R1 ?9 R s: S4 P% |, W& n
- try {! j' V3 [% F8 N, O# H+ p$ a
- k += (Date.now() - ti) / 1000 * 0.2;; P0 R9 ~4 a/ I X+ e" |# H# M
- ti = Date.now();. i) I) l1 a) B/ K$ p
- if (k > 1.5) {& e1 s# T4 B2 z! a9 b
- k = 0;
4 V% M: b) a; t - }
0 i+ x3 c, Z9 g' S - setComp(g, 1);
; }6 A2 T' C6 \7 G0 U - da(g);1 [' P7 _* R7 A$ n* d/ i
- let kk = smooth(1, k);//平滑切换透明度
$ {6 z8 H8 [: U" N6 s - setComp(g, kk);; g# V" o- ~) B/ s2 B+ X
- db(g);4 k u E' k) M$ w4 i# t' u+ J
- t.upload();
) B ^8 n+ K/ L' X5 g' q7 t - ctx.setDebugInfo("rt" ,Date.now() - ti);
* G2 m2 l Y" L6 n' c7 @/ ~3 b! v( A - ctx.setDebugInfo("k", k);
& ~( @. M8 M' k! q, d - ctx.setDebugInfo("sm", kk);$ q5 C4 m1 E( P& l* k
- rt = Date.now() - ti;
0 u/ G( f1 k( q - Thread.sleep(ck(rt - 1000 / fps));
% |# O+ T! h8 R - ctx.setDebugInfo("error", 0)2 B' O/ Z I. m8 y( M d
- } catch (e) {) L( ]; d* }* S9 g# j w
- ctx.setDebugInfo("error", e);
3 L; R/ _/ Q+ L8 R - }
! M8 d" e; H" c- {' t p - }
`# m" a3 ^9 }3 B) i& Y# B - print("Thread end:" + id);2 q7 F# w9 l/ J4 G
- }2 J1 b/ c& \" e7 }* W0 I \; a: {
- let th = new Thread(run, "qiehuan");
( g) x# E* i+ _) Y - th.start();, F2 F8 m( ]" m5 A, q6 s* E
- }
9 W( t1 a; Y) y+ y- c( e - ; s& u4 H8 O7 i* ?5 L
- function render(ctx, state, entity) {
m8 {6 ~, J3 `0 H" k( s1 e - state.f.tick();
1 |! c2 ~7 q0 `4 F' g6 o+ F- q7 a9 p/ ^0 v7 j - }" @7 h) d$ n# H3 ^5 i9 B
9 b! f. d x2 q/ H; r; z: ]1 ?- function dispose(ctx, state, entity) {' Q7 _8 u/ L9 h- Z2 P0 v5 C/ T
- print("Dispose");
9 D# ]: `7 H1 d% C8 N - state.running = false;! I. J) @$ `0 L
- state.f.close();. q( Z* B9 r/ P1 Y, W" s2 `7 d
- }7 H3 t* ^5 B) _, F
- ' a3 R9 | N, T; i
- function setComp(g, value) {& a+ w: Y6 M' y6 f
- g.setComposite(AlphaComposite.SrcOver.derive(value));
8 l5 H6 H S2 _6 S2 l$ ^ - }
复制代码 & h H( R# x& {' n+ h4 o1 P
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。: l+ k# W8 N: [# H- Z$ J
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) Z' g: O; P" h; `" A2 s: |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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