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2 ?* T( \; P2 M0 a1 d8 ~% Q0 i: f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。
0 W1 u& D, X) M; l: Q- importPackage (java.lang);' ^1 T2 W( t* t7 t5 M* u
- importPackage (java.awt);# W+ i" c2 I8 u3 p9 A% Z
8 ]$ S4 N* |4 J; [# k) h f- include(Resources.id("mtrsteamloco:library/code/face.js"));
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; X& I, p* ]: S, F: y j4 K! \- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);( U# a! y1 Z7 Z. r
# u4 Q: y) Q7 ?, p, P, b7 r- function getW(str, font) {
0 W6 U; z: E) `9 P0 e0 b+ y: \ - let frc = Resources.getFontRenderContext();
i* F3 S) R) H* M6 c K- h - bounds = font.getStringBounds(str, frc);
! l; O7 o$ O/ c* ~0 s - return Math.ceil(bounds.getWidth());
- z% e! w3 x/ \% h - }
# h e1 F5 x- U4 w% g/ i0 o- | - / a" J( D5 y9 w* i
- da = (g) => {//底图绘制* J _$ ^& \4 i u) ?( u; b- z" E
- g.setColor(Color.BLACK);
7 L9 I4 r7 L( x: V: q% N - g.fillRect(0, 0, 400, 400);
6 `6 ~ {* Y h) V; F; k - }
3 Y+ X5 q6 m9 `0 Z& s - * |; c9 R' x) o2 H" J
- db = (g) => {//上层绘制0 r$ L- V3 C6 c* U- R3 y( W
- g.setColor(Color.WHITE);
1 {" s: U, Z# k+ z - g.fillRect(0, 0, 400, 400);
' H4 i/ ~$ A" f - g.setColor(Color.RED);. ?& \( d, i: L
- g.setFont(font0);
) g& D) [% X# K: y - let str = "晴纱是男娘";
. M/ Y i I5 L! |; x( [ - let ww = 400;: m4 X, b( [! \5 }
- let w = getW(str, font0);& q) W* _- i3 k) \ Z: y& E
- g.drawString(str, ww / 2 - w / 2, 200);
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- 0 \8 P' u, a5 O
- const mat = new Matrices();
$ k3 k: H4 ^# V' }) u; y* q - mat.translate(0, 0.5, 0);" x: d" V0 s# c
3 ]% K' H+ O6 X- ~& d$ T/ U% i' N6 \- function create(ctx, state, entity) {
4 k# q8 V; T% }& J0 z - let info = {
# y& f, W _+ E' [% U; m" y0 W) z! X - ctx: ctx,+ E5 J0 l' E0 x/ I: Z2 x
- isTrain: false,
4 [! l) p) a9 n - matrices: [mat],/ r$ A' l$ \/ t$ n5 I( x
- texture: [400, 400],
" z5 }; m2 H: E* S+ m2 i - model: {
; c& B* F* Y2 E/ Q" R - renderType: "light"," k# r: Z+ U% d: X% Z! c5 I9 o0 f
- size: [1, 1],/ r* L- ?' V% I
- uvSize: [1, 1]
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- }3 g1 k+ b2 v% U7 {
- let f = new Face(info);0 w9 o* Q* M8 Y4 O; `6 T) n% _0 w
- state.f = f;, k8 g* N7 ?# z3 M
- 6 @9 @ h) U |7 P/ M9 i
- let t = f.texture;! H/ R: C9 f6 I: Y
- let g = t.graphics;, U0 \. t6 q7 F0 v( s8 P
- state.running = true;
2 r$ S+ H5 _& M* ?, [' f9 b" G - let fps = 24;6 z* P, D: _# r0 B/ n, U- k
- da(g);//绘制底图6 x7 b2 m6 P3 v! M+ N) ^7 S
- t.upload();
, \* X6 K5 T( s Y& ]5 E2 _! Z; X - let k = 0;
% r' }' k2 R7 i0 Q, D6 z - let ti = Date.now();6 O0 s7 D0 Z/ _( W# b" t' A/ K
- let rt = 0;
# d! A* R3 k$ f6 Y - smooth = (k, v) => {// 平滑变化
' ]$ B9 ]$ s; K# d. m/ w8 _8 s - if (v > k) return k;: o. P% M' e# k7 x# l( n1 \% @
- if (k < 0) return 0;
0 ^: N+ t0 _3 l( w - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
8 q/ G ~* e$ N* d3 p* i - }
& R" R" L& z) R/ |6 p0 V" x9 p( l - run = () => {// 新线程6 J( s' v& V' |- n; T
- let id = Thread.currentThread().getId();
' _2 x' k% W. V* t6 \ - print("Thread start:" + id);
6 g4 D9 |9 F* J4 p. I* B- | - while (state.running) {
2 J* }! c7 \3 {) ` - try {
4 D8 F! m# r2 s* O - k += (Date.now() - ti) / 1000 * 0.2;7 O. E. w9 `$ p L- L2 A
- ti = Date.now();
9 X! i) u/ g2 n! } - if (k > 1.5) {
6 w2 Y! _% a. a* x2 O. e) K) f! N - k = 0;
, X d# F p+ v4 H - }
; d( C6 q4 a8 j( t4 K8 o% M) U - setComp(g, 1);
0 [: h ?1 ^, f; H6 p1 e: a - da(g); ~9 b0 l8 P+ R3 \' ]/ m: D. u
- let kk = smooth(1, k);//平滑切换透明度+ n7 ]% ?) @* F9 E v. c
- setComp(g, kk);
+ F, T! k' _2 e6 r& ]8 ^' O - db(g);# } s' Z3 L" G; B# \+ _
- t.upload();
- g* R' I) p0 ~, } - ctx.setDebugInfo("rt" ,Date.now() - ti);# D( S6 ]; t! J
- ctx.setDebugInfo("k", k);
0 C# F* `- \7 e" [" E) R( U - ctx.setDebugInfo("sm", kk);
: u; h% S- \' H! V - rt = Date.now() - ti;
6 e. O4 I- f6 X/ F M - Thread.sleep(ck(rt - 1000 / fps));1 M. I* E. ~0 j5 N3 `3 W/ ^0 Z( \
- ctx.setDebugInfo("error", 0)
! J! ?$ @: [1 X) P# C - } catch (e) {& U% P8 p( e+ ?6 h: ?$ `+ Z* {
- ctx.setDebugInfo("error", e);4 E$ n$ X! I. [) ]
- }: T8 f- C8 m( l
- }4 m8 ?6 K, L/ D* G" Z& a
- print("Thread end:" + id);
- z8 s" l* q! T3 K$ I$ L: }6 k& v - }
' g* E; r W9 m; m2 p1 _( _* A - let th = new Thread(run, "qiehuan");- }1 d P; @8 K; p6 `
- th.start();
; I8 c6 }& F( Y' i$ N. N) X - }$ [6 s9 U3 Q/ B. e! p( Q- @" u
* D) S5 Q& A- r- function render(ctx, state, entity) {: v6 L, l& J: o/ N9 ^
- state.f.tick();
( G+ }8 S4 P; S8 o3 d1 N/ } - }
' T& J/ \2 [# T- B+ C$ X8 I* F% }
! x$ ]: x7 o4 k0 L, l. y- function dispose(ctx, state, entity) {) `# t; ]: t9 Y+ r: p
- print("Dispose");
3 x) ]+ y- j7 R1 Y - state.running = false;/ J* B$ y( I2 M9 {
- state.f.close();
6 ~( x, _( R. i9 K - }
3 \9 g/ W% w j1 R2 g0 r# Q - ; @' x; a( T1 F w4 m" z5 [
- function setComp(g, value) {. V+ K9 V: `7 @
- g.setComposite(AlphaComposite.SrcOver.derive(value));
9 X# e! r( u5 r9 _3 P5 N1 T7 p - }
复制代码 * U5 S/ l" ^. _; v- b
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。
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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)3 k: ` g* n+ S" _3 v/ @* i( S
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