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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。
$ R9 c$ F; H; l: d9 P. j( Z1 l- importPackage (java.lang);
3 t) s# X( C4 {- z* D) c4 n# f) C - importPackage (java.awt);
! Z! X( S* D, ]# d
2 ~9 s3 u9 ^7 p9 c4 f- include(Resources.id("mtrsteamloco:library/code/face.js"));
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, F; D; v% z N% y- R- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
# a u0 W! g5 |% N8 V |" B' v) { - 9 o3 l2 g8 A0 n+ d! R
- function getW(str, font) {* s* m3 ]) p7 c" u
- let frc = Resources.getFontRenderContext();6 X! T8 r# i9 ?" t3 F
- bounds = font.getStringBounds(str, frc);
l* A- E" k7 \* y1 u - return Math.ceil(bounds.getWidth());9 Z% l. s. n# k c! Y
- }
8 D; D7 {: W1 R% u" s5 ^ - - J$ ]0 u4 G$ W' X
- da = (g) => {//底图绘制
, {( \3 ~* B- c, W - g.setColor(Color.BLACK);. ]( ^: r- m' T. B
- g.fillRect(0, 0, 400, 400);, E5 P Z2 c4 @
- }
- z9 @. i9 t+ b H7 g6 d7 w - 2 t4 z9 u0 M5 M0 w
- db = (g) => {//上层绘制1 t3 S5 a6 ~% A# g9 _! {
- g.setColor(Color.WHITE);
1 e' Q! ?4 I" H* I/ \3 f - g.fillRect(0, 0, 400, 400);
. g4 z8 ]9 ]& v7 ?1 o6 p* P' e - g.setColor(Color.RED);- ^1 ?0 m" a w. z( H# P
- g.setFont(font0);* y L% Y5 ~9 a+ [" c3 ]4 P" A: I! a$ k
- let str = "晴纱是男娘";
+ e# X0 `& k K2 e* \) e$ e1 J - let ww = 400;! U( g1 |! g& o
- let w = getW(str, font0);
& O- X' ?% E2 a! u - g.drawString(str, ww / 2 - w / 2, 200);
% e; q; E6 |1 E# c3 | - }
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6 ], @, k8 k- j: c- const mat = new Matrices();
( O1 Q8 c0 I0 x - mat.translate(0, 0.5, 0);2 ^, N$ u; h, s/ }5 B5 P
& N, F' ~5 v6 k5 R) a- function create(ctx, state, entity) {( u( c9 b3 ?* y1 Z
- let info = {
8 z: B1 G, C, m& L- T7 d - ctx: ctx,; L4 L/ p# V& O) m2 m; C. v+ i
- isTrain: false,2 g+ R- o* T2 C7 t3 u4 x( G
- matrices: [mat],; p5 f; \; `/ Y. k; W
- texture: [400, 400],1 X, X8 F, ^2 r3 v$ y
- model: {
+ r4 z2 K- |1 c9 Z6 g1 Q) C - renderType: "light",8 o( S( e% N3 [ |/ G6 L/ W, S
- size: [1, 1],1 x2 ~" v1 Y( i! v4 i
- uvSize: [1, 1]4 C: Z: Y' z% s) ^ K) W, Y
- }
$ V1 g. a. |& R, n% v - }
7 ]' d0 ?9 t% o' A - let f = new Face(info);$ F/ s, w( L5 P9 }8 b
- state.f = f;
3 ~( Z& p* ~1 @4 F- g( q
& @% l) q3 K1 o' [5 O0 \2 v- let t = f.texture;
" w9 \4 i0 h2 O - let g = t.graphics;
5 G$ x6 ~0 d0 g$ k: }0 x - state.running = true;
3 O4 O. G* J5 y - let fps = 24;& r2 w: f/ H c% q
- da(g);//绘制底图+ D2 A. w. `' |: w
- t.upload();
0 A2 v' V# j1 n1 i6 u - let k = 0;
7 e5 Q1 b; S* s& ^( R& [ - let ti = Date.now();7 X, z! ^4 O$ N K- u; `3 Y; D
- let rt = 0;
) ?! N- J5 s' X5 ?- L6 x - smooth = (k, v) => {// 平滑变化3 p8 N3 s8 w) y2 B
- if (v > k) return k;
( R6 C2 C; ~7 P) j4 z - if (k < 0) return 0;3 w5 ^0 g( s7 P0 R
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;$ _" b" ` }' V- ]! F
- }+ r6 o4 ]0 N. I5 G
- run = () => {// 新线程
U+ D/ H; z! A2 s% f1 f - let id = Thread.currentThread().getId();
2 M1 i* A; I% b5 f' J$ F - print("Thread start:" + id);
: N9 [! o/ T8 V8 i1 a) T- Q - while (state.running) {
/ p% C8 a1 L, H& k8 y8 o/ X% z - try {' ]0 P& W" q7 L
- k += (Date.now() - ti) / 1000 * 0.2;1 M0 n$ E: ?4 q# N) o
- ti = Date.now();
7 D" A" i# p# [# \8 P0 }7 [ - if (k > 1.5) {1 n+ W7 j9 b% t3 t4 W2 o0 Z
- k = 0;
0 {3 B8 I' Q. O1 z+ n - }0 [8 s8 B3 }5 Y2 F
- setComp(g, 1);
# X0 t% Z p* D$ Q" b3 h* a* d - da(g);
+ O+ p, K) n% m8 n4 R2 @ - let kk = smooth(1, k);//平滑切换透明度
" z6 V# W$ g) s' L9 V3 P - setComp(g, kk);
* T& }3 ~5 M3 m+ t& `8 Z6 Y# s - db(g);
" r& V2 E6 C# u# g - t.upload();
{9 y& T5 c# P. ` - ctx.setDebugInfo("rt" ,Date.now() - ti);/ H, b; {+ T7 z, s* X( j
- ctx.setDebugInfo("k", k);# d2 R& `2 t) n; C; S$ z
- ctx.setDebugInfo("sm", kk);6 O( S: p0 Y& _! _
- rt = Date.now() - ti;1 \; \8 ]. B5 P5 q; D
- Thread.sleep(ck(rt - 1000 / fps));
" H1 X9 G& K8 _- f - ctx.setDebugInfo("error", 0)# f- g! K( `9 H% f- |7 e
- } catch (e) {
# d9 J* X. e% m- y - ctx.setDebugInfo("error", e);9 n z' [( k3 n; [; O$ B
- }6 X, H* M- n+ f1 U
- }) s* a& _, _# M4 O/ e
- print("Thread end:" + id);
- _8 h1 @' J7 P! q3 ` - }
! g( s' O; P; R - let th = new Thread(run, "qiehuan");6 e, L4 J/ m4 t: K3 S5 x
- th.start();
* P; o! P& Q/ K1 J. ] - }0 y2 N/ R- N7 y/ ^% K
7 j. F/ \6 b: q0 E- function render(ctx, state, entity) {
( x( q7 J2 b7 E& g: {& F9 i# R - state.f.tick();
5 u% g9 l5 w [. s: n9 l - }
, b4 \: B( N4 H1 b7 C8 @. K - 4 h; W0 V- U% q, a: _2 h
- function dispose(ctx, state, entity) {! [5 C5 r6 E/ G6 a' t+ c4 R
- print("Dispose");
' f$ V6 z# R7 `, j - state.running = false;( T% V* _& c, b9 m# Q% V
- state.f.close();0 e" g8 U5 n- V5 I! I; K
- }
! X7 O1 q4 u) R) S& \" O - ! z6 o1 V: K) @& o9 X% N4 Z
- function setComp(g, value) {, `' j2 p& E4 [. [$ z9 S% x1 A& U
- g.setComposite(AlphaComposite.SrcOver.derive(value));9 g0 L; E3 K/ {$ e2 c* A( p5 I
- }
复制代码 $ h V5 u0 U, F- L
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。% K, v/ \1 V1 z" @9 Y8 ]; u
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顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)/ p7 r4 c' u$ g* R; \
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