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6 t& q$ r2 @5 k5 F' |' `9 u- O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。
% v* x8 t; R' @7 H: _% P! l- importPackage (java.lang);) h- k3 \7 X3 q& r( ]$ g
- importPackage (java.awt);
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- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 S/ t% W# h4 h
, O5 F% z$ s4 _( |& T8 ^( J7 h- function getW(str, font) {6 |: K) j4 ^6 O7 P: D0 h# E7 n
- let frc = Resources.getFontRenderContext();
: F3 Z# W# `& k" B+ D! a7 q. S - bounds = font.getStringBounds(str, frc);
/ e Y" C; N6 D - return Math.ceil(bounds.getWidth());# Y9 ]' C3 Z+ w j1 {
- } N# k5 r# t9 Q( H
- 1 T8 k: |) G1 `' z3 x& s' T
- da = (g) => {//底图绘制
: A6 N8 m$ B' Z6 O5 i& h) H - g.setColor(Color.BLACK);! q- V- N) O; m* H. Y! e5 F/ ]
- g.fillRect(0, 0, 400, 400);
4 q) S# _/ y# k7 ?: ^3 t - }: L: }- u- i b( i5 ?
# U' F( h) t6 R1 N+ k+ P9 {# X- db = (g) => {//上层绘制
: g+ K! s6 P2 w# @. s) U( _ t - g.setColor(Color.WHITE);% ^- m5 a4 d$ ~; x
- g.fillRect(0, 0, 400, 400);5 b; L- e9 Z% f! [
- g.setColor(Color.RED);
/ b z7 z1 K |/ c7 F - g.setFont(font0);( O7 |6 X, b; ]0 n t2 h& [7 h# R
- let str = "晴纱是男娘";& T6 d( d/ }( q5 k; Q! \; e# }3 r
- let ww = 400;
8 X) q) P: P& U9 P; B, `, ] - let w = getW(str, font0);
I' `8 a+ z) w& z3 l2 V5 ? - g.drawString(str, ww / 2 - w / 2, 200);/ ~" c- }/ G# [" ]
- }4 i/ q" K. j$ q' B5 r' i
, n/ K$ ]" B9 z. C$ o; b& L- const mat = new Matrices();
% c; [ `( J; n$ s& L# x - mat.translate(0, 0.5, 0);1 R; P7 t0 [( ^# h6 k0 p" Q
- + I& m( H$ B' u( V
- function create(ctx, state, entity) {
. R! ~! l3 k+ G9 W! s - let info = {
1 G3 D i* H, u9 i7 w: a - ctx: ctx,
0 [# J% J* |# J; U) S - isTrain: false,# k5 }8 P# ^7 [' L6 y# ?
- matrices: [mat],
& G% i2 G' _/ T# G9 ? - texture: [400, 400],
9 k j! p* t3 u& |- \* N1 s - model: {0 P' R/ t8 i8 a( P o u2 E7 K4 i
- renderType: "light",! R) n k4 b" k* z# U5 Q, L& b$ L; m
- size: [1, 1],
9 g0 ?& f/ p1 e# w - uvSize: [1, 1]% p" R: t+ \* }: f! ~
- }
& J% R7 ^ a) L" V+ {( B: B4 G - }9 Q$ T2 z) N$ k1 j' c9 b
- let f = new Face(info);
+ p& b8 `$ w* _; X9 ^) @ - state.f = f;
! U9 H% l9 a- R, D* _
- P% f' \8 z! \% n$ r ]9 X' U0 e- let t = f.texture;
; l% ?: b) Y# p0 `$ ~9 s. f: v - let g = t.graphics;
) l: M# j2 S3 \! ? - state.running = true;* _& Z, M. m- ^. S% e; y0 x
- let fps = 24;
* \1 U3 w+ K. ~0 ]) H) C" s - da(g);//绘制底图4 j9 S% d. y' b9 d9 R" \$ S7 o% h5 K
- t.upload();
! Y8 Q* h; R9 M2 j$ k - let k = 0;. R3 i' q3 c. b5 p- E/ |" X, l
- let ti = Date.now();: b* F+ a% K+ N$ t) v2 V: _. [0 |
- let rt = 0;
; r- r: h( B* C) T6 X# z8 H - smooth = (k, v) => {// 平滑变化: G% @: s( S! s* X5 t; ?; E, U
- if (v > k) return k;
9 [& g2 S4 T, s+ z - if (k < 0) return 0;
& H' Z1 f6 k( z( A9 X4 U9 _ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;* A3 a/ D0 N9 {' ? `1 _
- }5 s6 e& w T2 }! a7 b' B( ]7 V
- run = () => {// 新线程" P3 e' |7 e) u
- let id = Thread.currentThread().getId();5 M) Z1 q5 y! A7 [0 a
- print("Thread start:" + id);0 C, p' B* p; Z( k/ o
- while (state.running) {, u c3 V" ?3 _5 N" K# X
- try {9 R% N# g9 n4 R( ^# o
- k += (Date.now() - ti) / 1000 * 0.2;' r2 |# M& t" C
- ti = Date.now();
- C/ B* L' Y7 f - if (k > 1.5) {
3 O, \+ p o0 e% l$ W; h+ v - k = 0;4 g7 t# I- p0 P$ O Q" ^6 x3 K L
- }
" _" N& G8 m3 y - setComp(g, 1);8 T2 i4 B$ W: Z1 k( x: x
- da(g);- M# ]; K$ l: Z, ?$ \
- let kk = smooth(1, k);//平滑切换透明度 Y% U) n t! t' B
- setComp(g, kk);
6 \. o) e5 L b - db(g); {1 C% B% p0 D" W7 r" J1 T1 p! d
- t.upload();# Z3 r: B% b. H1 z$ b8 U
- ctx.setDebugInfo("rt" ,Date.now() - ti);
' J& [8 k6 R( ]- V - ctx.setDebugInfo("k", k);
3 v! r3 s0 _% ]( w5 v! X3 S - ctx.setDebugInfo("sm", kk);
! |" \, e3 K( _5 O, \ - rt = Date.now() - ti;5 z+ b1 b1 o! U q, V; y* g
- Thread.sleep(ck(rt - 1000 / fps));
* I* @! {/ t( w% B2 ^ - ctx.setDebugInfo("error", 0)) j9 P, o* X0 k, }1 W8 f% U
- } catch (e) {
7 ?' j. N4 E! e3 t/ n - ctx.setDebugInfo("error", e);: r/ f' j, l# K* `8 Z1 E A
- }
% N+ ]% Q* Y4 i - }5 C& y f( ]' a3 D9 [1 o$ R+ [) c
- print("Thread end:" + id);& U2 u1 K' ]* j$ q& b, b
- }
( M1 ^& F; o# L( l - let th = new Thread(run, "qiehuan");
5 X! d. X; F, a1 n# g1 a1 Y5 t - th.start();
6 S2 t4 N/ @7 n# T - }" b9 [' z. @/ P& w9 F2 ~
- % n3 `9 D" O0 ?# T3 F4 Q8 o: l
- function render(ctx, state, entity) { p$ R' v7 d# B& S
- state.f.tick();) M) q! w& n5 r, P. l/ w
- }4 d/ p5 ~ {3 F! F1 \5 O
3 x0 q; Z* q) b5 L9 x- function dispose(ctx, state, entity) {
' {9 f7 H3 `$ T$ A3 O7 ] - print("Dispose");
- _6 Z) C, A( e! m: j1 r; l* k - state.running = false;
# W$ }2 t* B; ~# c0 b* E - state.f.close();
. s' O0 x& J2 ^2 q; k/ e' @ - }' K% k6 M0 ]: ^8 E$ W
% g6 H. C( R" H2 N$ x0 i- function setComp(g, value) {; S$ U+ Q; ]+ d7 B" O
- g.setComposite(AlphaComposite.SrcOver.derive(value));
0 m8 ^0 E9 p$ O& e- \6 a1 w0 T - }
复制代码 ) g+ i0 J3 J6 q3 y, v
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。! [& d+ @& K* n4 T! e( C) F) B$ Q
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# Q2 S4 F2 g$ ^: Z顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)4 ?" a3 S, R, [# @
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