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5 d4 V0 W/ p# g1 e$ A: \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。
$ ~9 j% d) s; @7 c! x# r- importPackage (java.lang);. r) E2 i5 I# p, }/ i
- importPackage (java.awt);$ c0 g, c5 y, k. J) i7 u! g
/ U2 s) A+ T" s/ q- include(Resources.id("mtrsteamloco:library/code/face.js"));! @0 H n9 e! f* X9 s- V
- $ ?6 e5 A+ T$ e/ X+ c9 K: G/ E
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 m5 ]; G) R1 d8 Y% x
- : C( j. x/ M! `7 ]
- function getW(str, font) {
2 K" _+ H3 ~# L" w - let frc = Resources.getFontRenderContext();) Q' X1 c. ?3 m+ f F* _
- bounds = font.getStringBounds(str, frc);
1 j! V+ g5 L+ c8 ] - return Math.ceil(bounds.getWidth());5 U6 S9 O- ~4 \: c
- }
8 R: N7 c/ }- o+ A5 A9 v- ]1 [& [ - / r/ l$ r5 H! A5 j6 I; [
- da = (g) => {//底图绘制
- n! ?+ o, m& j0 T: A$ | - g.setColor(Color.BLACK);
, z0 _6 m$ O2 t - g.fillRect(0, 0, 400, 400);, \/ M! g+ c* z) Y7 V# ~& }
- }
2 O! y; i& P( k/ a) e, z - 5 T! |& j% i( h; G, O5 A1 r
- db = (g) => {//上层绘制# \/ f; m- Q8 X, ^3 ? N
- g.setColor(Color.WHITE);
) R+ n# `9 b; x: K% {: w4 B3 F - g.fillRect(0, 0, 400, 400);
; w8 }7 v4 ?7 T2 \% E. K0 E - g.setColor(Color.RED);
* M- i4 M$ x; n# S% s9 E# U - g.setFont(font0);
0 @! T& r2 r! I- O+ [6 s - let str = "晴纱是男娘";: L; ^# A1 v) @
- let ww = 400;
- V2 B/ v8 j( p - let w = getW(str, font0);8 j: X2 q- k( ?2 m
- g.drawString(str, ww / 2 - w / 2, 200);! s6 W) ^" a4 Q
- }
: I& [9 Q2 h1 F8 C6 j - 5 ?! l1 D& }- H0 H+ S1 h: l: p" l
- const mat = new Matrices();( {7 |6 [: {) a( D6 H. F
- mat.translate(0, 0.5, 0);
: ?' k ~! l1 w' j
- J( e& {- b7 r4 n) @, o! `; @- function create(ctx, state, entity) {" v. ^: r* u2 Z8 H3 F
- let info = {
8 {, L& \3 r& W1 V# N+ j) |' x+ z - ctx: ctx,
7 I1 s; l8 n6 J( `& }0 m - isTrain: false,0 `9 ]& j E# K5 U
- matrices: [mat],; b2 S# m. u3 W7 e0 U! ~' B
- texture: [400, 400],
. y4 Y4 K4 `0 g - model: {+ h( M% w4 |6 Z! x g9 f8 q1 ?
- renderType: "light",
& _+ @6 \+ N' G& e4 j1 `" K1 e9 h - size: [1, 1],* M- }, f P7 O: t3 f3 V
- uvSize: [1, 1]1 A$ C. r0 A$ C0 z
- }
- F6 d. Y( l+ l - }: d" r+ N l8 i# U3 l$ i
- let f = new Face(info);
% I; r4 v& ]3 o. Q" l3 \" _ - state.f = f; R# |$ u }: B: B3 c9 w1 w
! S( B: h3 h: R) U; R- let t = f.texture;; u" R! ^0 s+ T c5 g3 Q/ H7 K) E
- let g = t.graphics;
9 y$ M4 |8 }3 v& Q' t! V# L5 p - state.running = true;
; F1 {5 Q3 q6 E - let fps = 24;/ w& r0 G/ M- V7 K4 ~* j
- da(g);//绘制底图% c# x- K( J" X Y
- t.upload();
7 G" u5 [) V h - let k = 0;
" R+ i. H2 b8 e6 b - let ti = Date.now();1 y' L, N, k( L" T/ l: J
- let rt = 0;
: Z; `* i+ I: m0 c - smooth = (k, v) => {// 平滑变化$ ?: u9 Z o y b0 L! R# S- V, f
- if (v > k) return k;
. j/ T6 e+ |* t+ l( P8 Y0 f - if (k < 0) return 0;. Z Y# V0 ? ?1 r& D9 l. V
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;9 e2 z2 V* g2 ]
- }! P1 d- J e$ L- M: X
- run = () => {// 新线程
% V4 v; ] w, A- y8 Y - let id = Thread.currentThread().getId();
3 h% i7 O5 W$ g, x# t; j8 P8 R - print("Thread start:" + id);# W8 Q5 Q- J% `4 n& D) y1 x9 K
- while (state.running) {3 j3 s6 b9 l! H- q/ E
- try {' y1 i- Q3 A* Y2 ^9 f
- k += (Date.now() - ti) / 1000 * 0.2;
' l& l7 n% y6 d0 N9 l# J& } - ti = Date.now();
4 { ^0 _5 p8 U: ^3 [7 A - if (k > 1.5) {
. C$ R, G. [7 `( k% {6 j$ y - k = 0;0 t5 G/ ^/ H/ [( T3 k
- }
n5 k" X6 {& h- R, z" R - setComp(g, 1);
- v7 N0 h: B' @$ \' b/ u - da(g);& Y9 J2 k8 |/ X d
- let kk = smooth(1, k);//平滑切换透明度5 i( g, j, G3 X' l9 P3 S2 [
- setComp(g, kk);, s8 i( h+ r4 {5 C4 c, _
- db(g);
1 ?- h7 b. R4 G4 X( a - t.upload();
$ n6 w! K) h7 B; l" r' { a9 a7 Y - ctx.setDebugInfo("rt" ,Date.now() - ti);9 K+ U3 v3 j* y( S
- ctx.setDebugInfo("k", k);
& C$ J0 q. y& s* t( C4 d" Y. N& s - ctx.setDebugInfo("sm", kk);. s+ R# N0 c2 M% ?
- rt = Date.now() - ti;# W; N2 b+ [& F# ]' w* ^3 z+ B
- Thread.sleep(ck(rt - 1000 / fps));
7 b7 i, C9 I, c6 | - ctx.setDebugInfo("error", 0)
* b' b5 r! t* S7 I! e - } catch (e) {
1 j0 o9 o* m" P$ C1 a4 p - ctx.setDebugInfo("error", e);( b; d3 `: C) l# y" s
- }
) U1 b, T; L6 T - }- p7 A- T! H! {) \, E
- print("Thread end:" + id);/ Z5 b( Z7 L& l, b2 R1 E7 x9 z
- }
4 g: |3 j& p4 @& A - let th = new Thread(run, "qiehuan");1 m/ A! V) m& k6 G
- th.start();
2 b5 K2 J! f- j2 x - }$ Z5 o- b: J5 Q- X- K9 p2 Z7 q8 b
: x3 Q/ U. X* X' K9 ?3 G- function render(ctx, state, entity) {6 _% e/ ?- X* `* V( u
- state.f.tick();/ z ~! V* [- Z1 t
- }
( f& n* U. R5 @4 |; F0 i8 { - ( F) ]7 i1 M% a( Q( }" n7 V
- function dispose(ctx, state, entity) {
1 U9 M5 C- z$ F8 X - print("Dispose");( @7 t9 `3 |) }. n
- state.running = false;- R$ x" X- h- b1 Y1 P+ B
- state.f.close();' o7 b4 B0 @' K: l7 l- `$ J2 w
- }
- m* S; h* f+ {$ j3 m
* W8 R, x" {, y$ @( w! L0 K- function setComp(g, value) {
) T$ N1 h0 D9 w m* R - g.setComposite(AlphaComposite.SrcOver.derive(value));
[) \4 [- R- ]$ i r! K: Z a: ~4 b - }
复制代码
1 V- `% ]0 k ]$ S$ }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 r8 Y4 z% _8 U9 W C6 l
! [4 I) F* X0 F# y% U& ^! s( y
( C4 H0 S: V% ]* 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)
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