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* f% C: @3 `9 |2 a; P, 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。
4 \$ _6 P1 ?. a' Y3 ^( @- importPackage (java.lang);
; ~1 E, A/ |" g - importPackage (java.awt);
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0 P6 L- v# U+ h4 |# L& o2 p9 u- include(Resources.id("mtrsteamloco:library/code/face.js"));$ Y8 h2 O8 L, G+ N- V
- 3 s' \% f# o2 q4 j u/ r3 w7 \
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);' x9 L1 y6 d" X& X) Z+ T
+ @8 O8 e( `0 ]9 p/ k! W; o. H( ~- function getW(str, font) {
3 a0 e( J! `, D2 v5 s8 s. o - let frc = Resources.getFontRenderContext();0 `5 t, f' b; \7 j Q( @4 R0 R
- bounds = font.getStringBounds(str, frc);5 f# b3 _. ]. o& D
- return Math.ceil(bounds.getWidth());' t( ~/ v# @( {
- }
- r) l8 n" R8 H4 |. c; S" p& H# V- D
% ?) ~5 _- n- h$ @! r, z- da = (g) => {//底图绘制1 R$ M$ i( N7 R* ^
- g.setColor(Color.BLACK);* u+ G, v9 I7 G* W2 P
- g.fillRect(0, 0, 400, 400);
/ Q- L1 `6 h. J7 i& T- H" o2 t( M - }
3 Y0 E7 i8 Z# D: n- b9 C7 H - ; y& e' J6 c. |* e3 w, @3 `. p
- db = (g) => {//上层绘制
8 P7 h6 V4 W1 ^- u% [ - g.setColor(Color.WHITE);+ x* G; g! c- @
- g.fillRect(0, 0, 400, 400);
& B( D6 }8 n4 a - g.setColor(Color.RED);) {, F$ o G# s) c; M: p
- g.setFont(font0);5 H, [) z$ t" q' F$ h% z* a
- let str = "晴纱是男娘";
* L) w( @! @( A5 c2 L - let ww = 400;
* C& c; Y" Z" R+ M ]% n) _ - let w = getW(str, font0);
- L; y9 X, ]$ W% ^4 J - g.drawString(str, ww / 2 - w / 2, 200);
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- const mat = new Matrices();# ]3 }3 _) p8 ^1 d) J+ v8 l" P- y
- mat.translate(0, 0.5, 0);6 a5 R6 {, x4 ?) K
& ?4 K( J& c3 [- function create(ctx, state, entity) {
8 L) @9 S) ?0 q4 O k6 M - let info = {% K' F% r; X2 s% M1 l3 x; m
- ctx: ctx,, r: c# S" N3 \7 |
- isTrain: false,
) ]( m/ p8 }0 [5 x - matrices: [mat],+ u$ Y+ |1 [7 t3 E4 G5 O
- texture: [400, 400],+ r) G1 Z2 a, [1 a' p+ _
- model: {
' i0 n; k( n6 E* e. x. P - renderType: "light",
8 O5 V* v0 d4 e3 D& I0 q! E: z) Y - size: [1, 1],
0 L9 H. ?6 q& @; U! B - uvSize: [1, 1]
) h5 }" |7 R q3 Y6 { @( S( t( x - }
5 x, M% p4 L* S% T5 V - }
' h) L6 d# f ~; v; g' H - let f = new Face(info);& n! H" X" T9 `, E7 o
- state.f = f;
7 T: s# m# |# l - ! t: K+ O" i. W$ L. s n
- let t = f.texture;2 X7 R3 w7 @1 U% o
- let g = t.graphics;3 ?0 G+ ~7 t1 {
- state.running = true;) D3 z9 b0 D B% @ M) _
- let fps = 24;
1 }( x9 h" ^* I+ b" l4 V0 T3 L; n2 Y - da(g);//绘制底图
3 c. U- s3 P& Y5 B$ K+ r6 b - t.upload();
# s: Q* |) |0 S! Q+ e, L/ A - let k = 0;0 G1 N" S" F+ O. Y' [0 c
- let ti = Date.now();
) D" i3 M2 r' B; P5 b! [ - let rt = 0;/ @8 C& c% n% E; R+ Q' R" c, d
- smooth = (k, v) => {// 平滑变化) r1 R, p& N4 E0 m, v
- if (v > k) return k;
# h& R5 y5 a) ^ - if (k < 0) return 0;
9 B3 w/ r- c: ]( } - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k; n/ B9 ?) h$ |" Y- B3 [
- }& U) J# ~; D# U* k) W5 d7 w
- run = () => {// 新线程
) M m A- L+ V - let id = Thread.currentThread().getId();2 F8 z- Y3 I7 s6 @9 i2 v+ X% Z) I+ q
- print("Thread start:" + id);& W3 x6 i5 N6 ?, J- \0 n( c8 }. K
- while (state.running) {
! r U( u7 ]5 T! G7 T% @1 l( D - try {
% ?9 b2 G% b+ y a - k += (Date.now() - ti) / 1000 * 0.2;
, ^% y% u9 s& @7 D - ti = Date.now();* v& |+ u- E- c D- t
- if (k > 1.5) {
, D5 ^% w; C) y- P - k = 0;
5 j! l$ O! i. P/ v, h% h+ T - }
( C: ^8 ?/ Z0 @+ y - setComp(g, 1);& O! Y5 M$ X2 T |8 o' ?% m6 E( @
- da(g);
& _; ~+ m* [+ s* i - let kk = smooth(1, k);//平滑切换透明度' }3 x! h/ @2 S( m! U
- setComp(g, kk);
L6 S# P+ H) A9 }) N# k. g - db(g);
# @, c7 q3 R0 b: S) o - t.upload();/ P, e/ B" Z! N
- ctx.setDebugInfo("rt" ,Date.now() - ti);
4 u- \0 h! [% [1 J, Q+ i( M, H - ctx.setDebugInfo("k", k);6 _" S4 b4 ^! q# w4 R8 q" f$ G2 S
- ctx.setDebugInfo("sm", kk);
/ w1 E; i& J' p2 p - rt = Date.now() - ti;* K8 e7 W ~' ]
- Thread.sleep(ck(rt - 1000 / fps));# s9 R. \" Q6 l' u, i5 R
- ctx.setDebugInfo("error", 0)8 d5 N: U& v1 p1 O8 b1 o0 S
- } catch (e) {
# q+ k0 o8 @9 ~' S# y2 @ - ctx.setDebugInfo("error", e);, {$ m' M: {6 [8 w* q1 X
- }$ t4 u. i4 K: w w
- }
% h) U% {/ n; G3 l" e - print("Thread end:" + id);
" A' k5 @4 T/ m% X4 H2 p. Z. ? - }
; _, A- U* E5 R' o. l - let th = new Thread(run, "qiehuan");
, Y7 y v' V/ y' | - th.start();+ H; p: Y, i6 p# C/ A
- }
) ~$ g2 x1 Y. ~8 s0 A U4 ]
6 r! O9 T, ?; t& k7 }$ M4 h) U2 h- function render(ctx, state, entity) {
6 B+ }' m! M- w3 C - state.f.tick();
1 J) c4 X I" L2 ~/ }: Q5 @ - }" H ~* }# ?1 Q7 V2 K( F- o# I
- 8 t5 l/ x0 A) {
- function dispose(ctx, state, entity) {
$ x" O- s6 z7 W - print("Dispose");
0 x1 R9 q' x8 t" t# I - state.running = false;
( U; Y: e: T" U* H; t w - state.f.close();
8 J) Z! \% H% Z* Y3 ]- p - }
' t; F5 o1 o: z) }: B - 1 @7 Z. W" H' _" A* X6 p
- function setComp(g, value) {* R/ J# v* w0 r
- g.setComposite(AlphaComposite.SrcOver.derive(value));+ W4 {* }1 h; c: d
- }
复制代码 6 ]7 G) G8 x1 ~- N. 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。' o! C D2 G/ c- U
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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) s' t7 b: w6 d* O
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