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1 n! N- t& _* x& N. h. H v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。
/ }- N- z" C) ]- importPackage (java.lang);
3 y9 I- v3 }) a( k - importPackage (java.awt);
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( w+ a# G9 @! }3 _( l4 `- include(Resources.id("mtrsteamloco:library/code/face.js"));7 n- a0 z; S; b" E( B5 @$ m" _
5 j& W3 o3 N/ X$ B( ^/ T L/ V4 C! T- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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- function getW(str, font) {2 H1 p. _& F0 Q1 g
- let frc = Resources.getFontRenderContext();5 W3 E# N8 U4 b) _
- bounds = font.getStringBounds(str, frc);4 S/ C9 A7 z0 f1 @. Z8 l+ W" H
- return Math.ceil(bounds.getWidth());
- x# T ^/ ?0 j& D" d - }' W M8 ?' z2 p
- / j) C$ ]8 V& ~% H' e8 N3 r
- da = (g) => {//底图绘制
0 l- K* {- |& Q( A5 H4 T" ^- q - g.setColor(Color.BLACK);4 D2 l) d( C. u* R
- g.fillRect(0, 0, 400, 400);( G+ b& D, i6 i+ D
- }
8 h5 D* h7 f" l3 Q$ O! s
5 Q: }) k$ G; @, T. z* k- \$ d- db = (g) => {//上层绘制5 m. M4 d4 ]; W$ n
- g.setColor(Color.WHITE);7 H2 {( B: s$ c; i3 ^+ G; E
- g.fillRect(0, 0, 400, 400);
2 Y' i1 @2 I3 V8 h1 K* ]0 n - g.setColor(Color.RED);0 R1 `3 m! Y( i- M3 O4 r
- g.setFont(font0);
, c$ R) ?& J5 H8 R8 G4 \ - let str = "晴纱是男娘";
+ U) U+ I/ q/ M- X) B7 C6 Y - let ww = 400;* }: b: j5 `: \& ~
- let w = getW(str, font0);9 {5 w( ? e' {. n# `8 L% l! G
- g.drawString(str, ww / 2 - w / 2, 200);* b+ W9 A8 i+ h5 K2 G1 c/ N
- }
- B* Y/ S9 L4 u3 V0 }$ n/ ^ - ! g1 c' g2 Y8 w0 ]5 }4 e8 r
- const mat = new Matrices(); Y, y% V1 h2 `
- mat.translate(0, 0.5, 0);
, y1 v$ H, u5 g5 ^( T& t - 7 ^7 W; S# _7 u- h. N' }
- function create(ctx, state, entity) {
# B. n* F4 L% X! m - let info = {4 T0 g: p: I* }$ K) `/ t
- ctx: ctx,* P0 r1 y2 y K
- isTrain: false,* n4 n% p) o5 K
- matrices: [mat],' r) }, y, b; N) H- ^
- texture: [400, 400],% s, W# R5 x$ M6 w
- model: {7 o2 Y& E1 u% m, ~. w
- renderType: "light",
4 ^* T* ~0 Q! J) x' G; M - size: [1, 1],% G3 i/ `) e5 m/ W
- uvSize: [1, 1]/ y4 Z: N: _4 X6 I% P$ Y
- }
' o y, s3 m/ G6 ~* I7 v - }
& k% I9 k, v3 H6 U - let f = new Face(info);8 Y! S) Z6 Y3 z! A
- state.f = f;
6 Z! r4 s2 C4 e% v
' {* t2 P& O$ r% F) o- let t = f.texture;- q. S0 _3 F6 v( T
- let g = t.graphics;
3 k4 _' @% |( N( G - state.running = true;
3 A) x% m! k* e - let fps = 24;& n9 c* v, X8 i$ _
- da(g);//绘制底图
% @2 ] Q/ a2 x8 v2 H4 Z - t.upload();
' ]# n0 p% O g* s, z - let k = 0;
* a# N3 \' X8 V0 L. V4 M+ x! k - let ti = Date.now();3 D( Q5 R8 U' R! N9 @" J' k9 Z
- let rt = 0;
& t$ g% b7 _) X: `) q - smooth = (k, v) => {// 平滑变化. B3 _% F% O: W& g7 G) L
- if (v > k) return k;
1 \9 Q% T) Q. @0 g! e - if (k < 0) return 0;
5 g3 p: E$ J) o5 }& f! j3 u8 E" e- N) B - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
2 i' P5 Y, @& J: l. y/ P - }
, w% ^" c3 Z; | - run = () => {// 新线程
* ]' w8 U# ~2 x* L - let id = Thread.currentThread().getId();
5 M6 ~$ W: K. Q3 R! ~+ D3 [$ G, d - print("Thread start:" + id);
7 Y5 d$ L9 R. c - while (state.running) {
) q8 [0 l4 P d6 f, q& s) B+ J - try {
. J; a% C }+ @1 E - k += (Date.now() - ti) / 1000 * 0.2;' q4 g6 S- m+ K2 [% O9 U
- ti = Date.now();
' }: J! Y, \% _% a B; g6 m6 l4 V - if (k > 1.5) {- D+ p1 r# ~* u: s. i: l/ W
- k = 0;
/ v: S5 L! h& X" c- A& ]$ t - }
8 L# V4 @- |8 R9 H. J7 X! l - setComp(g, 1);
3 K2 |$ j# N/ v3 v# W5 Z) O - da(g);% \' |) |! p3 |! n+ q, R
- let kk = smooth(1, k);//平滑切换透明度9 V$ L. s: y& z. H R0 `
- setComp(g, kk);
6 Z0 h0 p" N" }' h" S - db(g);
& e8 V% l# G4 y, l' Y: B - t.upload();
/ E# `& }3 p0 m6 j: w& h! [/ a - ctx.setDebugInfo("rt" ,Date.now() - ti);
3 d3 `1 i; y$ y9 F- n7 ]2 F( f& D - ctx.setDebugInfo("k", k);8 _3 M7 i% x' V! L- x: s/ @: l. b# ^
- ctx.setDebugInfo("sm", kk);- @: w# d/ G6 W, B# R1 X6 o
- rt = Date.now() - ti;( B. E# H: ^/ U/ s& G! e; B' ?
- Thread.sleep(ck(rt - 1000 / fps));8 Z# |9 M% ^, Q x/ k' f
- ctx.setDebugInfo("error", 0)
7 J) n! @9 Q' x$ m, ~ - } catch (e) {
9 f* `7 W% X% u0 H# a - ctx.setDebugInfo("error", e);
3 v5 S( S! q4 C4 T% J$ t4 U( ^+ B - }
' a3 B* \: z/ t5 w3 p9 k - }
8 e% O' ]9 x2 r! U* C7 a+ @, I - print("Thread end:" + id);
C: b) U! O/ V; } - }$ r% A4 k2 H% L5 R1 p
- let th = new Thread(run, "qiehuan");% V: q) `. U1 d) V% @5 R
- th.start(); k9 J8 X! ^/ F. P2 r; A
- }; W6 a. Q) h2 c, S# V* z0 \! U
- 9 h4 K4 ~( V$ x4 b/ ~8 z2 J
- function render(ctx, state, entity) {& K+ C' e& O1 r2 S5 X3 }$ r: g0 m
- state.f.tick();6 ~1 F5 W3 G; m8 Q
- }: i$ \, h; R( _4 F8 m0 L2 |
/ b! P7 e( j2 y" e- function dispose(ctx, state, entity) {
2 q; Y+ U1 a1 ~% x0 {2 | - print("Dispose");; n5 h. e' @! e9 w8 t! A/ _
- state.running = false;+ R1 W7 u* ~3 t0 r7 z( Y
- state.f.close();
! x K7 @5 g' r( z( h9 C - }! p; s V$ k2 R5 g
- / k- K# o; M6 |' |
- function setComp(g, value) {
) e! W8 N* f% k# H3 ^# p - g.setComposite(AlphaComposite.SrcOver.derive(value)); o+ w, U2 L* y) ]
- }
复制代码
3 l8 G d- ?; W t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。5 P( A8 `$ e5 A/ y0 t) v3 ~4 _
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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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