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+ |8 Y! a. x" c# c$ I7 a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。
: R5 c% v7 S6 F: X6 m, s6 M( ^- importPackage (java.lang);
: O) L+ b3 p7 B, ^ - importPackage (java.awt);) W! o A, L! H8 T8 g6 J
- : e* J8 ?9 ` D6 i9 ]
- include(Resources.id("mtrsteamloco:library/code/face.js"));6 ?0 n( H! [; Q$ T/ w W6 j
, o Z, b; E$ n5 d- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
4 {( h( S" Q# F: x$ m9 d - . i# w( w1 Q0 L
- function getW(str, font) {
7 d! t9 E4 ^2 ]" e/ i6 S - let frc = Resources.getFontRenderContext();
' U5 X# C4 \6 H& S8 F D# o* m - bounds = font.getStringBounds(str, frc);
: k/ z/ v6 s7 L0 ~7 ~; k8 Q - return Math.ceil(bounds.getWidth());9 s4 R" Q2 f6 K; `+ w% r& i
- }
* ]. t: H) K2 a B4 v/ F5 u0 O - ' ]5 Q% Y7 w, S' ]) W
- da = (g) => {//底图绘制' w1 R8 k; b- E: C3 t& }$ a
- g.setColor(Color.BLACK);. J' b% i* W0 V; ~
- g.fillRect(0, 0, 400, 400);6 [1 _, Y& j( F& @/ E
- }
. \2 g4 l2 I+ w6 e9 | - % _! V- ?/ B& M5 i$ f4 Y
- db = (g) => {//上层绘制- }, F2 G9 D# k
- g.setColor(Color.WHITE);2 O# \+ m. \& T/ E }7 H; a
- g.fillRect(0, 0, 400, 400);
8 G8 c& g( a [5 E. O/ d3 p - g.setColor(Color.RED);
; B9 [1 C2 E/ m3 G7 t4 {* D - g.setFont(font0);
" u C! s! W+ Y+ G - let str = "晴纱是男娘";
3 Y3 X5 A* t: ] - let ww = 400;
2 B: \2 a/ g$ m3 d2 s% ~! r8 F - let w = getW(str, font0);
8 h1 m' m! D6 D2 |$ G% G0 ] - g.drawString(str, ww / 2 - w / 2, 200);
9 N2 ^' V+ Q+ \ - }
% L9 q% W. y: B W2 s/ z9 f8 H
: e, G- {( }' B( z0 U: r, k3 C" z- const mat = new Matrices();1 h$ }: K% P( v4 f
- mat.translate(0, 0.5, 0);
l7 n4 l, E+ D0 T# B
/ z+ K$ h$ z8 f6 w, O8 _- function create(ctx, state, entity) {/ ~1 B; H* ] `4 [ y- Y4 s' C
- let info = {* K3 Q& t/ \5 l
- ctx: ctx,3 H& ?. O" i+ s( f
- isTrain: false,
' x9 G6 P5 D0 H# M+ y - matrices: [mat],
2 a3 A, I0 H5 t% z - texture: [400, 400],
% ?5 N Y9 O; p - model: {' H" u: m j3 t% w2 E% L
- renderType: "light",
* m, u1 ?+ ~8 W* \4 N ]( u$ ~1 d - size: [1, 1],3 \' c5 u4 w& r5 s+ n. L; Z: t
- uvSize: [1, 1]6 X* c5 K y& ]. n0 o9 f
- }
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- let f = new Face(info);) c) v+ S# j B8 P* ~3 W# K
- state.f = f;# _: `( W* J$ v5 [3 b% Y2 S( B
- 5 }- {/ V0 K0 k/ d, A% b7 E
- let t = f.texture;/ O* K1 q( |1 R
- let g = t.graphics;, d+ h' z0 [* H' b
- state.running = true;
% r7 P: p2 g. T1 I) g5 c: |6 r - let fps = 24;$ J, K7 i8 [ ]) o2 b
- da(g);//绘制底图0 }: f1 W3 R" N8 N; ~
- t.upload();
: s+ v# U9 Y: G6 z" S - let k = 0;
- K/ a/ ?4 t( X0 n8 A7 Y8 X; u - let ti = Date.now();7 q* p- w3 y! a( A/ T- Y ~
- let rt = 0;
/ G& K' I$ X0 y) r6 X% V f& l - smooth = (k, v) => {// 平滑变化
+ D$ O i5 ]8 G - if (v > k) return k;5 c) b' l$ {" r& j$ O, m7 U6 o
- if (k < 0) return 0;' I; x, b. f- g6 {% f& B4 l: D
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;$ q; M8 s/ H, M- p/ |
- }8 E) n G! k& t% M' Y
- run = () => {// 新线程) K/ |1 X% ^, i, \+ A; R# F# {
- let id = Thread.currentThread().getId();* A: r( [' `& U9 v' Q$ w
- print("Thread start:" + id);0 N2 C& L8 X* c Y: |
- while (state.running) {
# {& O2 m/ Q8 L% H - try {& V( J+ E9 ]6 V) L3 ]+ W
- k += (Date.now() - ti) / 1000 * 0.2;( T% p E" ]1 G0 M0 Y" P; G
- ti = Date.now();0 Y* a& }2 K- R# [( D
- if (k > 1.5) {
, O3 b& [+ |( I9 _& `2 s+ J - k = 0;3 q0 i# n- ]/ k/ ?
- }
; j( C& O) ^' b# ^% j4 A - setComp(g, 1);
. s2 d, v$ x2 G3 [ - da(g);
& d5 n% U) f; x5 I% s+ ^: R8 `) | - let kk = smooth(1, k);//平滑切换透明度8 D$ _( b7 b: n/ p
- setComp(g, kk);# s' e0 ^2 J4 f9 \' K* ? s7 |$ D* R
- db(g);
6 U5 {. W( {5 \+ _7 Q% N - t.upload();
9 n* k! B0 O! ~6 x) X2 L - ctx.setDebugInfo("rt" ,Date.now() - ti);8 p* G' l {. c) ~4 {( e. z
- ctx.setDebugInfo("k", k);
1 Y6 u" Y y5 z - ctx.setDebugInfo("sm", kk);
8 S% P( u- w- C. y" i - rt = Date.now() - ti;5 @% z$ `5 z5 U! p+ c3 h8 t
- Thread.sleep(ck(rt - 1000 / fps));3 _( e K7 m; B# y% t9 V. Z8 J
- ctx.setDebugInfo("error", 0)
5 F/ z+ L4 S% {2 J) B" G7 j5 W - } catch (e) {
! @& {- e$ ]$ |& K- K! B3 | - ctx.setDebugInfo("error", e);& H; T. R b! W1 ?( I n
- }% f4 [5 d$ o' v( A
- }/ R6 v# B5 a Q1 o' ~9 S U
- print("Thread end:" + id);2 [' S$ u O) @* Y$ P
- }" I" ~% Z( N5 R; R4 u
- let th = new Thread(run, "qiehuan");
: G. M% m, m( r. E& ?8 h6 l - th.start();
5 N3 |- a- g5 J+ a" y* t2 e+ d - }
9 Z: I2 A% V8 w! P: J
& b7 p2 N6 N9 ]) P% z4 U d+ @- function render(ctx, state, entity) {" h- P+ H% B) k8 K+ J. `6 z
- state.f.tick();* }. H. D+ Q9 Z: e6 |* Q d$ H
- }
8 H5 w- o% M( s. ~5 n - 2 J1 V" P4 v/ x. o
- function dispose(ctx, state, entity) {% x; @2 Q! ?2 r L
- print("Dispose");' I" \4 o6 [8 x ~! h' h6 I |: |& d
- state.running = false;
- ^ o- z& T. U* _ - state.f.close();
: r& t( a2 l" ~5 L" | - }
1 q( z9 A$ x# e5 U3 ^ - - `) W0 ?( ~" m- g9 ~
- function setComp(g, value) {
Y( @, o' e) _' h - g.setComposite(AlphaComposite.SrcOver.derive(value));# Z( z% ~* b, G2 U+ Q# T1 | a
- }
复制代码 % n: ^ ~( i/ B; s" ~: g
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。0 C- o: f& y6 `# {+ [/ g
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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)/ K; i3 F& T) ]; F" F3 I
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