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" K6 f7 }" I1 v7 @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。
& I! @, A. h3 [; |; ~! ]! K" W- importPackage (java.lang);( }( M; }( {9 i8 S- @- G; S2 n
- importPackage (java.awt);! \- x( e) ]$ T1 k* t; b
% N' W, T: X8 o3 Y- include(Resources.id("mtrsteamloco:library/code/face.js"));
) t! y" \) n( |! Z
7 r) \4 }8 D2 a3 o- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
+ E1 h7 P1 }) Y1 M2 W( ]+ d - 0 v8 e/ l$ S, [$ i( X- A i
- function getW(str, font) {3 y; Z' i: t- D# C
- let frc = Resources.getFontRenderContext();- [7 B h" Z; G7 D, d# N
- bounds = font.getStringBounds(str, frc);
% _( _2 P$ F: q; \1 C - return Math.ceil(bounds.getWidth());
& ?9 M6 E5 r3 t6 V& i* ^ - }
& t5 R1 m1 I5 c
. U/ U9 C- o/ A. _8 D- da = (g) => {//底图绘制- d. p) c3 O2 h, z( E# Z1 } x
- g.setColor(Color.BLACK);- V0 l4 X, y% K4 q& q" n8 {: l/ J9 E, N
- g.fillRect(0, 0, 400, 400);
6 m: I3 |: W: x) t - }
$ u* E9 C! X: Y: W- z0 O
) i. y# z+ ^. W" [1 i3 N- db = (g) => {//上层绘制
4 ?8 d% P9 a( ?( V4 o5 n - g.setColor(Color.WHITE);
# ^5 B# k+ }$ y5 G% }$ { - g.fillRect(0, 0, 400, 400); C7 H& a H' A! ^: |/ Y
- g.setColor(Color.RED); ]& A, f! x1 k+ v9 L2 A, i; G
- g.setFont(font0);
7 ]- P2 `, X# t/ j - let str = "晴纱是男娘";! @( o, L; L# T9 d, J
- let ww = 400;
+ _' q' ^2 Q6 p - let w = getW(str, font0);
' ~& u: { n; F5 T; K - g.drawString(str, ww / 2 - w / 2, 200);
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0 Z/ T. ]9 @) v6 d+ |- const mat = new Matrices();
, R* C/ o1 ~* I1 |# Z - mat.translate(0, 0.5, 0);1 U1 v# H# H5 e9 i
3 v' c2 H [/ H! }# l- function create(ctx, state, entity) {
4 L$ e7 L, x K3 M. v - let info = {
7 ], a0 H" t7 H& s! s' Z* S - ctx: ctx,6 z& a- Q7 W% U* ]
- isTrain: false,
# M9 B4 ]1 l0 }: z* U% k, i. \; p7 g - matrices: [mat],8 r6 j" l/ X2 X* u
- texture: [400, 400],
9 D* g* H" w7 Y0 @1 K - model: {* `' ^& l% K) A0 G4 L! g
- renderType: "light",
. q7 o& ? q' W% x$ {! ~9 `3 y - size: [1, 1],
$ L+ n! ~* X- A- j+ O. n' R - uvSize: [1, 1]
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- }* t* }- J0 W! ^6 a v) d
- let f = new Face(info); e3 z# t3 ^) n
- state.f = f;
( V& L5 F7 y, U0 y& R& F) P - ) p3 J' h) a6 l6 @, s
- let t = f.texture;
0 V- u$ v A+ |3 p: r2 {9 N - let g = t.graphics;
' L2 @# ~0 X8 Y - state.running = true;5 `, e" V1 x( _! V1 b' C
- let fps = 24;: K/ A" o4 J9 k# @+ P
- da(g);//绘制底图6 J$ D6 | n5 N3 J! X
- t.upload();
/ q0 {. Z" z* P7 E, h8 G0 ? - let k = 0;
5 i) W, V4 v X/ Z0 E/ ` - let ti = Date.now();! {. \0 N9 z& {9 C2 K
- let rt = 0; i$ X$ c0 l+ \' y, ?* M6 \
- smooth = (k, v) => {// 平滑变化
7 B) p3 W# n1 b - if (v > k) return k;6 O" S6 A4 r6 H5 t) J3 Z
- if (k < 0) return 0;. ]0 p3 j8 s. k
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;3 d5 ]! i+ v+ x
- }
( g0 ~5 U: x. Q1 i' x - run = () => {// 新线程
% K6 _7 |2 s6 h/ ~, ~* }$ ]) K - let id = Thread.currentThread().getId();
$ p9 R9 A! B" W( I) @! Q - print("Thread start:" + id);9 H& ^3 L2 C0 q$ s \1 Y
- while (state.running) {
2 R! z" D- J3 U5 c8 D, Z; i - try {/ ^) ^2 y! y8 [. o( v6 B
- k += (Date.now() - ti) / 1000 * 0.2;
- A b+ o, V L- w7 j, {! u - ti = Date.now();
) Y& w8 n3 c p& |$ ~+ v% G - if (k > 1.5) {
% Q/ k; i% W2 x8 M4 Y3 L - k = 0;" P4 K) p+ @2 S- W) r. @! _
- }
, o5 m I1 ^- ]7 e' N5 i$ Y, W - setComp(g, 1);2 Q5 E& H3 l& c" i0 T# p7 T7 [6 a7 G
- da(g);& N# c: D* I- B1 k$ a
- let kk = smooth(1, k);//平滑切换透明度/ U! H. S. g4 |1 t3 i6 Y2 r
- setComp(g, kk);+ I \4 F) P0 z" U' c0 |( j
- db(g);2 P/ H' h7 k& a3 O! k/ \+ o
- t.upload();) e. d2 k1 r" c. M
- ctx.setDebugInfo("rt" ,Date.now() - ti);
0 v- Y5 e1 F: \/ l' S - ctx.setDebugInfo("k", k);
$ ~- a. w, I s# U9 }# u - ctx.setDebugInfo("sm", kk);
2 L( Q$ i" n6 I" r: [1 U - rt = Date.now() - ti;
7 \! t9 x" x, [7 h0 j6 @0 Q5 ?7 Q - Thread.sleep(ck(rt - 1000 / fps));
i: _$ f X, m - ctx.setDebugInfo("error", 0)2 Z* F \, G( w1 m
- } catch (e) {
* f) v( ~" F1 a1 Y - ctx.setDebugInfo("error", e);
i ]- G& ^/ ?4 i6 k7 _ - }+ v. t- u/ f+ H& O/ e
- }, P$ S" K3 ]7 N1 Q+ ^. I
- print("Thread end:" + id);
; l& ]( S! o. E( r1 m) w5 W - }; t9 ]1 y. u' R+ [! ~0 [1 P2 {
- let th = new Thread(run, "qiehuan");. h% m6 y* E- ~
- th.start();
( S- g4 _0 _- k# Z2 B l - }$ H0 `1 Z# p) }
- ) u1 W5 S" |9 f
- function render(ctx, state, entity) {
) R+ P2 a8 g ?2 Y - state.f.tick();
2 b5 y$ g9 }: `% V' w: w - }
* G" r! q3 B9 D4 l
, m5 h% a6 ~9 i" {- function dispose(ctx, state, entity) {5 I8 L* y! T" B- X( o
- print("Dispose");
# }) P9 K1 P. k' n9 l6 p6 W' T - state.running = false;' _! l. X" T# n N( ?! S2 W
- state.f.close();
6 r5 ^$ ]9 j0 R - }! r* f0 n' e5 D$ y
- ! f* C) i* m ^( i& `( a0 c
- function setComp(g, value) {
, u: T' q' V9 }; S - g.setComposite(AlphaComposite.SrcOver.derive(value));/ c9 {4 Y) `5 Z8 X$ {) b1 f1 K8 O% Q
- }
复制代码
* G, Q/ r; U7 P0 D1 X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。' B$ ^, I# I: I5 x3 R4 a
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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)
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