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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。
" U. D/ m% b6 _( D- K5 y) E- importPackage (java.lang); \2 `0 I8 ?1 }' z+ B+ [
- importPackage (java.awt);" c* S0 H; I/ f1 C
$ S& A. D W0 ]. H7 K# m- include(Resources.id("mtrsteamloco:library/code/face.js"));7 M$ s( s [' ?, d5 B
- * o9 d* G8 X4 F# W
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);# `+ N' p% z4 \
- : O/ q/ s7 \6 a4 X9 X9 C
- function getW(str, font) {8 j3 H: a) q; ~
- let frc = Resources.getFontRenderContext();
& w- ]/ R: S4 ~ - bounds = font.getStringBounds(str, frc);0 `, |% [" g6 S9 ]6 i
- return Math.ceil(bounds.getWidth());
3 L# J7 h+ j, [/ E - } o7 \; [- v+ v1 p
- # X: o3 ?5 [0 _& `
- da = (g) => {//底图绘制" M; }! @0 }0 I; Q2 w( R
- g.setColor(Color.BLACK);
$ e# V( x# i6 l - g.fillRect(0, 0, 400, 400);. D* d6 l5 L# w$ c% Y/ R
- }- Y' C: g9 _/ t# l
- ; b$ s. a0 j. I' m: f6 c
- db = (g) => {//上层绘制
9 I: ~' V Y0 G6 i r( N - g.setColor(Color.WHITE);
+ M. ^7 V& W& K5 o - g.fillRect(0, 0, 400, 400);
o/ a9 R3 S8 g: F9 W6 b: ] - g.setColor(Color.RED);8 i& O U# s+ g3 E, z. r
- g.setFont(font0);
0 ]$ e# n! H- ^ Q" c - let str = "晴纱是男娘";' k3 j c `1 k; X+ c6 J
- let ww = 400;
; p* c, Y* m+ a8 p0 A/ G$ g ~ - let w = getW(str, font0);. s) p7 e% M" R. {9 a
- g.drawString(str, ww / 2 - w / 2, 200);
, ^& L+ ^% S4 c' E& _! y. g' }' m - }& P" U. w- J: ?. v; \
! x# s' P7 d" \( f" K2 Q- const mat = new Matrices();/ T, w, K# @! p; ]! m
- mat.translate(0, 0.5, 0);. X! ]" I* f/ c$ j! N4 U/ y
- + I* ]) h3 v, ~/ f# Y
- function create(ctx, state, entity) {
8 R: M& W8 C! n0 R8 W8 h - let info = {5 z4 N0 t0 X2 X% F) J. }
- ctx: ctx,
9 L+ I, l3 i2 E. v. F0 Z' j1 S/ s - isTrain: false,
' p# C5 m. p1 J2 b4 \. o - matrices: [mat],* U) I3 d2 X/ A: O6 l6 Y( r
- texture: [400, 400],6 E; `& K! t- o+ _. G- F
- model: {) [6 v; L0 P [7 B
- renderType: "light",& O8 t7 D% m; m" w2 {! i
- size: [1, 1],
, M' @9 j8 p; z8 q4 \ - uvSize: [1, 1]. r* f' y& R; j
- }8 n0 s4 {+ e4 Y, d* l3 a- Q
- }
5 D" C; z0 k4 a - let f = new Face(info);. M% `' a7 v8 K' b$ R- w! R+ ?
- state.f = f;. W1 e) |3 D, j
5 K3 v6 b9 d/ Y n" P1 w% d- let t = f.texture;
# ^# O: |! x B9 j - let g = t.graphics;
* n# p- K( X% ~ - state.running = true;
8 z+ v# s+ y. Q& `7 h$ V2 c5 N - let fps = 24;. |5 O1 H( T" z' s8 G
- da(g);//绘制底图
# y/ e: `( {; B Q6 S1 w - t.upload();5 J4 r5 l0 f$ N& f* u5 X
- let k = 0;
+ v4 k7 F ~$ Y: P* S$ M' i$ C - let ti = Date.now();* C9 W& \$ S I* Y
- let rt = 0;7 O6 Q$ I/ U3 X1 L$ U
- smooth = (k, v) => {// 平滑变化6 ^8 W$ O* c2 [
- if (v > k) return k; h0 ^0 i7 T6 O& _7 g" S
- if (k < 0) return 0;
, N$ T! K# e$ E4 F5 U* }2 H4 j/ P X - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
/ u2 a4 h$ Y% k - }
2 u/ T* l# K, o5 T/ Q8 U - run = () => {// 新线程
3 S2 B& ^5 K- u" y# j0 x$ n - let id = Thread.currentThread().getId();
4 d4 _( T. T( K/ b* R - print("Thread start:" + id);# d+ K1 N B) T3 P4 ?% r4 V
- while (state.running) {
0 H2 m- E+ {- t$ H - try {
/ v( N9 @% g* s. K: p( w - k += (Date.now() - ti) / 1000 * 0.2;
: `. o; i! {+ t' C4 C r( \) X - ti = Date.now();
4 R! M% c3 p! U( T9 Z - if (k > 1.5) {; O( l7 l6 _; ^. P! H. b: b+ R4 W
- k = 0;* A5 P3 U1 Z2 |
- }
& Z$ {0 ~/ w2 E1 s, [8 N - setComp(g, 1);# @6 w& h8 h$ w0 J+ `
- da(g);
1 Y0 r* n) I% v) s; f - let kk = smooth(1, k);//平滑切换透明度, x, e7 _& ^5 w' U' ^8 _6 v" l
- setComp(g, kk);4 X+ o7 B7 k4 e# o1 o" Q
- db(g);
! v7 ~+ C3 W8 \$ n% `1 R) ?! \2 s - t.upload();
4 ^# `/ X4 I; C - ctx.setDebugInfo("rt" ,Date.now() - ti);
% s9 P2 g3 [; V: H! j - ctx.setDebugInfo("k", k);
$ n, Y' d8 R4 `1 ]/ h+ D - ctx.setDebugInfo("sm", kk);" U: {& o' R/ r' g
- rt = Date.now() - ti;
/ P# \" P+ T7 }7 c O( H - Thread.sleep(ck(rt - 1000 / fps));1 G) G. Z& f2 v2 e% i! b
- ctx.setDebugInfo("error", 0)4 H1 m+ g0 M2 K7 u4 q
- } catch (e) {$ @4 W0 l! R: _$ p5 \+ U
- ctx.setDebugInfo("error", e);
2 [2 L) G' T/ A$ @+ n - }
! k0 u, H f- [* Y$ P9 w5 K* U2 z - }4 D3 J. w$ t" e9 v+ v7 J& W8 f1 F
- print("Thread end:" + id);
* A5 r3 H9 h9 ^ - }
2 ~' ?( Y; N, a( j9 x+ I; n1 T - let th = new Thread(run, "qiehuan");
. e" W+ Q; u$ R# L; _ - th.start();
& e$ V# H3 B" ?* ^ T7 I& Z - }
5 {& B$ k/ |# Z
! ^% f+ h+ L0 ~+ n- function render(ctx, state, entity) {
; a2 B+ K2 @. _7 ^, k - state.f.tick();
, Z0 D! I& ~) J( x5 a& B2 h/ a. g$ M& v# @ - }
7 e( J+ ^( m: R6 M1 o% L7 P
3 i# z+ E/ G8 W* p( |% ], }; D) {- function dispose(ctx, state, entity) {: Y0 ?5 g$ ]1 i0 g) ?
- print("Dispose");
8 s6 g& c6 A& Q) [" m/ | - state.running = false;$ u" z* l$ a# _& D+ t" ]
- state.f.close();
$ h- { B; C D# r - }
3 m# y: u, a& y3 ~. {! D
2 H" v a) q2 ~% D7 ?. v) D9 m. n- function setComp(g, value) {8 i! B* }; v9 c
- g.setComposite(AlphaComposite.SrcOver.derive(value));' Q) h1 ~) [9 H6 w
- }
复制代码
' T& `, g4 w! Y1 ?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。* |3 V! F; r( \' V) ?/ N
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. [, B& K; K8 K* Q# e顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)! O; G3 X, X; J3 n A+ i
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