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8 p1 h! l- K( K/ N# X. q8 ~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 e0 k' a3 ^9 O9 l* p2 E, I- importPackage (java.lang);
- z5 p8 M' @3 m - importPackage (java.awt);
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+ }# f- M% q2 F; \& p6 t- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);: n3 {$ n5 |6 V. M4 [& _! ]! S
- 3 K0 M- a6 ]. u# S
- function getW(str, font) {
$ B' m8 q1 h; h+ @ - let frc = Resources.getFontRenderContext();
* o& \9 O0 C# h! H( M - bounds = font.getStringBounds(str, frc);
2 }, {3 Y. {! I. t+ e - return Math.ceil(bounds.getWidth());
* X4 U/ `; \. V, Q9 y% \* x% B - }. m0 E, |+ x! r% f, d+ l/ c
- % U0 }! s6 N2 q8 x) c# ~+ M
- da = (g) => {//底图绘制
% P0 M9 j" m u0 F) E - g.setColor(Color.BLACK);
. u+ Z8 h0 ?! e3 v! s1 G - g.fillRect(0, 0, 400, 400);
3 C# C* B2 u7 r1 \4 l( \' O) d - }
, I2 J$ B; [/ ?0 }% T6 a7 h
4 K3 I7 ^, w9 b& |/ ?8 ?+ w D- db = (g) => {//上层绘制9 p" O- \6 f' [$ R- ^+ n0 Y" u
- g.setColor(Color.WHITE);" u" f0 Z% \" E5 o2 ^( B
- g.fillRect(0, 0, 400, 400);
, K/ ~+ B7 a, t5 k - g.setColor(Color.RED);
$ T) G( ]* D$ A8 u {! y - g.setFont(font0);9 i0 I! A% N! F6 {0 C
- let str = "晴纱是男娘";
4 H/ A# I8 c" i( Z) t L - let ww = 400;
+ x( q8 V g9 H) f4 ?: ]# g- f; r - let w = getW(str, font0);
4 l% } c7 x& S( S - g.drawString(str, ww / 2 - w / 2, 200);
! X6 a0 k( s, g; U1 s, l$ l - }
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- const mat = new Matrices();
: D, e9 H% O- { - mat.translate(0, 0.5, 0);
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" p7 l! {" D/ M) i& C5 @! p- function create(ctx, state, entity) {
' i! F* g, Y$ Z6 Q5 L - let info = {7 d4 R+ R9 R* F' O. o
- ctx: ctx,
; o; X: j; \0 [5 i, k& O4 j: Q" K - isTrain: false,
4 g0 v7 _; D* {& @: f8 B - matrices: [mat],/ k& [2 J% ?, E+ x" N
- texture: [400, 400],
) |+ H4 i5 j% K { - model: {1 u1 }9 k7 ?* }$ E9 W. M7 F
- renderType: "light",3 {6 h1 g# Z. ^0 k& A4 {
- size: [1, 1],( U W" r# p4 C' Q! J1 o
- uvSize: [1, 1]( ]- l: q8 D" y& A4 v' A
- }! Q8 a3 P, T0 t
- }
% X. C' \( e/ X% H - let f = new Face(info);; c y6 U* D. _# M# c3 {
- state.f = f;2 _% ]8 t* V' C
$ G! s, z2 ?4 [ C# D8 O* d% Z- let t = f.texture;
S2 y8 x" L6 Q+ j# u9 J - let g = t.graphics; g- T( K1 `! n) w0 I
- state.running = true;0 g/ d3 D! m4 F8 i! M" A
- let fps = 24;. n& s8 Q* V" F9 A& D7 s
- da(g);//绘制底图
9 ]7 j8 Z# n6 T% a/ q - t.upload();
0 c4 r$ k3 I6 @ - let k = 0;& a) W: i7 {6 v2 l. a' u
- let ti = Date.now(); q$ M9 g: y- \4 E- v7 l% M
- let rt = 0;; I2 z) E! p* U
- smooth = (k, v) => {// 平滑变化
2 r9 g, R \, W+ N - if (v > k) return k;
, L- p2 p4 d- f - if (k < 0) return 0;
( I2 g; M2 _; @% t - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;7 ~' }" ]+ N2 V) o+ Z
- }
6 S# \' m7 J0 I - run = () => {// 新线程% [0 B' H! v+ _1 C
- let id = Thread.currentThread().getId();7 }& _& e! D4 O7 @: v
- print("Thread start:" + id);
4 b. [# v: h4 w2 M( A" L @$ ^ - while (state.running) {
% R" n% u/ f7 @$ s7 f4 x) r8 |" A - try {
9 q; w7 r3 E3 q& j# B& n - k += (Date.now() - ti) / 1000 * 0.2;
9 s8 v1 R, ^& L2 }$ V) t - ti = Date.now();
& U0 Z0 |1 M, H# R3 @) { - if (k > 1.5) {
4 s( ^. c4 d) f# Y - k = 0;$ Q: U+ a7 h, U0 h b+ c
- }7 W( i' s" B" g# b
- setComp(g, 1);
6 s! V5 ?7 @5 Y& c3 V6 v( ] - da(g);9 y+ V: z/ P- P1 x: X: M5 Z
- let kk = smooth(1, k);//平滑切换透明度
3 d$ y: M! O: P - setComp(g, kk);
2 G W, O8 e$ H2 e# @$ l J - db(g); L, i7 ]( M0 Q& c0 `! ?( j0 p& f
- t.upload();
% z6 c. Q# M' w" q* T - ctx.setDebugInfo("rt" ,Date.now() - ti);2 C$ q/ z% ^- e* ~% `+ z
- ctx.setDebugInfo("k", k);
7 W$ X* d! a& n) J, H - ctx.setDebugInfo("sm", kk);8 @# B% E2 d5 V$ C9 ^$ b
- rt = Date.now() - ti;* [9 E% F r, \7 H2 y( \
- Thread.sleep(ck(rt - 1000 / fps));1 K3 v% V. u6 M, [2 a0 p
- ctx.setDebugInfo("error", 0)8 `& B; n4 X4 a- Y
- } catch (e) {. k2 o& Z5 x3 i: t+ @, B# H+ J
- ctx.setDebugInfo("error", e);
0 P" i+ p' I# k$ u+ ?# V) ` - }
9 ^. T* u! T3 o" }( ~8 C$ o8 y - }
5 K* J( }6 k5 H - print("Thread end:" + id);
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- let th = new Thread(run, "qiehuan");
2 h6 x1 Q9 k: x; D - th.start();
3 u# A5 X) n3 s# m0 a& J* ?4 `# @ - }# y* _2 P4 P% L
6 v7 k5 k7 T' N6 m: D0 k- function render(ctx, state, entity) {
. ~1 d, O' B6 K' S - state.f.tick();
! [6 _! P; Z Y( N - }
; f) }$ q( n6 v P# q0 e* s! O. P& ^
1 D6 c" @9 L7 R7 s0 z1 r! i- function dispose(ctx, state, entity) {
) T# b3 Z; `& l - print("Dispose");( X0 C, U* O9 g2 W. v0 _3 J: m
- state.running = false;
5 b: n5 k# Y& q. O - state.f.close();; k$ y3 K5 l& f( ?0 e* d3 J$ e: M }
- }4 ^2 C3 R+ ~, E, q0 _
* T% b0 u' t$ B7 H& g- function setComp(g, value) {
2 p. H$ L, q6 g# q* a% s% ? - g.setComposite(AlphaComposite.SrcOver.derive(value));
3 t8 r8 `; e2 E, [/ q - }
复制代码 ; Z D; Q9 t/ y) V; ?4 D) n
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。
# t, f0 Q# h. Y% u0 |: b# K0 Q2 z w4 D" E1 H
5 [7 x5 f4 v, [, l$ Z/ c2 v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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