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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。
+ }9 Y1 p5 {# q. p2 k3 C( y9 o% r+ D: r- importPackage (java.lang);5 A2 @) q" E0 z8 V
- importPackage (java.awt);! c" |* L5 a! R2 t% K0 o$ _" U; o
- 3 j, _, o) b. ~! ]
- include(Resources.id("mtrsteamloco:library/code/face.js"));
# L6 ~' V/ u {; i, K4 D9 m - / d* E* z, Z0 E, k1 Q, m
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
) J- {8 v: p# ?3 t D" l0 k
. ]$ K: E- }, Q, r- function getW(str, font) {8 X2 r) ^) {* F+ v. C( R1 c
- let frc = Resources.getFontRenderContext();
; ~: A2 S& \. y4 c! E. j - bounds = font.getStringBounds(str, frc);) y; [5 h, p7 p) j
- return Math.ceil(bounds.getWidth());1 f/ f E2 x2 a1 A. z
- }0 k" A- F" S, o `# ]
- 8 d) U7 E2 P5 }
- da = (g) => {//底图绘制/ q: v) q7 c; E: h" _! _$ ^) x
- g.setColor(Color.BLACK);
3 l4 t) u4 l4 M o0 L - g.fillRect(0, 0, 400, 400);
# H) k. x. `# I9 u$ F9 }$ d& n - }* c2 G7 w) u5 E& G5 v
- 5 ]2 R9 [! K2 D1 |/ h% [) X
- db = (g) => {//上层绘制
$ N0 f. f, N& a R - g.setColor(Color.WHITE);
8 o+ K2 O2 K; W - g.fillRect(0, 0, 400, 400);
% k3 a% l7 |& U' w7 a2 ] - g.setColor(Color.RED);
1 f8 S1 X! i, a - g.setFont(font0);2 i* _% M7 J: ^
- let str = "晴纱是男娘";
0 F5 h( W$ A5 [' Y# x5 z - let ww = 400;4 C4 l. j6 M# A1 X( }3 K
- let w = getW(str, font0);4 h& X5 K7 ]" f$ W9 z1 U/ x C
- g.drawString(str, ww / 2 - w / 2, 200);! z2 n: J1 u! J
- }
# T# a# b: ?6 N! D& l
u. Q; w' {2 Z7 v2 i& t- const mat = new Matrices();) E4 F! v' j+ O( g
- mat.translate(0, 0.5, 0);; L: `) j, G" Q: y0 I |
^6 y! D+ e+ r/ M: o* Y- function create(ctx, state, entity) {/ p; D3 |; s# B. F* m I; L5 V
- let info = {
: Z; L8 m' p2 f5 o% E# S: z - ctx: ctx,# ~4 K! R! \% |
- isTrain: false,
3 I1 E$ R, m1 l8 l1 Y - matrices: [mat],4 _& S. P" F1 g. ~6 p1 F; f
- texture: [400, 400],. E E' [4 p7 E$ P/ K( L
- model: {- ]. t) o1 I) z& W. F
- renderType: "light",& U7 p& M- G' {
- size: [1, 1],
' u" d4 P% o G1 t: z - uvSize: [1, 1]+ ?+ }% q9 [7 c. _$ r; a
- }) s/ \- @8 D4 N6 {
- }
! M) m0 t1 u: L. k7 J* ?3 t# a - let f = new Face(info);
* I' z4 i6 ?6 ` D5 d - state.f = f;
6 u0 P, B N' V$ F
' Z, p: C# C v) ^0 D- let t = f.texture;' A) a, F" S+ g( a
- let g = t.graphics;
1 }4 }7 X; u2 f; \, V6 B - state.running = true; U' z+ N2 V+ w3 Y! I" ~+ p. a
- let fps = 24;
3 d7 `. N3 u3 n! d/ ? - da(g);//绘制底图
- i, k, q9 b3 {% F! e6 R - t.upload();0 C* b- s3 ]! n2 V
- let k = 0;
6 f3 N/ M% W! L0 h# |0 N - let ti = Date.now();
( R7 a% b6 ]6 E6 F2 ^! U. d - let rt = 0;
$ @& O& j% I9 {/ l9 x - smooth = (k, v) => {// 平滑变化 R* W2 @* y% n0 s0 c; f: P
- if (v > k) return k;
1 v( ?$ [% p5 i6 G3 u: ? - if (k < 0) return 0;
5 A% h# t! h4 W$ S - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;% s+ j. v: O: |' Y: d! N m- m
- }* U o7 w5 B7 S* _
- run = () => {// 新线程
* H8 |$ p7 [0 `5 U/ j | - let id = Thread.currentThread().getId();8 S- m5 I- V% p5 @6 r }
- print("Thread start:" + id);
& q# X& s3 t+ [2 q" |# z" n8 Q5 T - while (state.running) {
6 M- g9 ^1 [* j& l B& [2 W+ @3 K+ a - try {- s" t, T+ o# r, H1 U9 q
- k += (Date.now() - ti) / 1000 * 0.2;
~% |& h* n d7 k' E( C - ti = Date.now();
% s8 g& ^) s% Z, n% {6 W - if (k > 1.5) {& N7 O9 t. |3 q n( Q: T" B
- k = 0;
' X; u1 u3 N; ? - }
! H; P5 x+ X, t* M& Y8 v& w# q - setComp(g, 1);
" q* b% Z, \0 r, T5 x; ^ - da(g);) m/ f0 h" B2 T
- let kk = smooth(1, k);//平滑切换透明度8 s+ n" X. }) r' X4 D" j( K6 B
- setComp(g, kk);
- h5 w w, ]6 ]. j" e8 u - db(g);
, D4 ~2 t% z8 a0 K# | - t.upload();
4 D& h* {9 L+ O; U7 Q - ctx.setDebugInfo("rt" ,Date.now() - ti);
- x# W$ B/ X$ e# s6 j - ctx.setDebugInfo("k", k);9 o" d: g" M) Z1 R
- ctx.setDebugInfo("sm", kk);% t. A$ [2 B7 C. E7 P z
- rt = Date.now() - ti;
0 M9 U: c/ i# V; N6 D5 n8 U( O - Thread.sleep(ck(rt - 1000 / fps));
- b; F+ y {5 V2 C. P - ctx.setDebugInfo("error", 0)
- }- \" u" {2 f - } catch (e) {
7 O. H8 Y+ t' G7 i - ctx.setDebugInfo("error", e);
' n/ y! p( k' {3 B& A( I - }
4 b* P) z {5 O% W - }
8 I2 l, u V) S8 r+ Q - print("Thread end:" + id);& f* U2 n6 N& u2 K: _/ y4 c/ v5 D
- }
% ^6 j7 A' [; b - let th = new Thread(run, "qiehuan");" h$ W) {6 n/ i' W# [; Z7 K0 l" c9 d
- th.start();
$ I' S# M+ p; n" U9 u/ ~' P1 G$ d - }
7 s8 R/ Z. V: j2 ~0 p. W* ` - 7 k2 I7 p+ s3 X: e, S% _+ p2 k
- function render(ctx, state, entity) {$ \2 X! I! ], J4 D# a
- state.f.tick();8 M; A; ?6 [- R. b0 V5 F
- }
! \2 F6 n# a: C) i! c - 2 a$ C# ~3 D% I' o2 H3 ?
- function dispose(ctx, state, entity) {
/ i4 O1 p7 x6 t% \" r2 M& j - print("Dispose");
2 ~( [, x% k9 k+ \9 D - state.running = false;
4 | r6 J9 O! u0 q& q( O2 @ - state.f.close();; V* f* z3 n1 n0 W
- }- M' U* L7 F/ ]( I6 h; S
- 1 O2 o& |' r8 W! J
- function setComp(g, value) {
* y# O2 ^7 Y& ^2 ]) M7 f - g.setComposite(AlphaComposite.SrcOver.derive(value));
3 H1 I: z+ s8 [+ N2 y, K+ q! ~0 e - }
复制代码 ' L9 E" {! i, s) J
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。
2 _! h( k6 i! W- B3 `9 q/ x8 u* y$ g, Z$ f* R
' N" c$ C/ |3 U: @9 M顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)% u2 c3 V" F! m' a' D( C3 G. c: ]
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