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& E1 S/ a; p& `) Y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。$ j2 [" j; j% R
- importPackage (java.lang);
) ~# E3 n: n2 H; T - importPackage (java.awt);* s! [3 ? V9 A8 {* q8 a/ u9 w
% t6 y% ?( c' g' i% u7 v+ P- include(Resources.id("mtrsteamloco:library/code/face.js"));' O, W3 ^* l f0 ]" d5 @* m
- * T' c8 B/ q- U$ ?+ S( G9 r1 \
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
0 Q) v; G. g- _; A. N* R
! s5 P+ `) ?8 B0 h1 ^/ Y% c- I: D+ S/ r- function getW(str, font) {
$ E2 S0 W2 S Q% l, e4 Z - let frc = Resources.getFontRenderContext();0 H' o7 ^; f. w0 M
- bounds = font.getStringBounds(str, frc);2 g R( R4 B* \9 d& Z! h& F( N ~
- return Math.ceil(bounds.getWidth());
# v+ X4 `% u% f3 k% l7 K - }/ S$ s8 G S: z1 b9 D( }
+ ^$ j& O. G9 K& T S5 a- da = (g) => {//底图绘制
0 X% Q5 d _+ \5 t - g.setColor(Color.BLACK);
* _) i% S4 M6 E1 C9 ` - g.fillRect(0, 0, 400, 400);
& q5 G! g7 U; ?! x - }
$ i6 B) F Z+ }. T - ' |4 Y* x0 W) C3 {& R+ p
- db = (g) => {//上层绘制
2 T6 [) H x8 V& X - g.setColor(Color.WHITE);
$ F0 k( }5 N7 a' w% k# c# I% I* Q - g.fillRect(0, 0, 400, 400);
# z, O' J4 z0 k1 t - g.setColor(Color.RED);
7 x; O* b) t# |) ?, @, e - g.setFont(font0);
: x- {6 [, M1 x. D! C - let str = "晴纱是男娘";/ _- [3 S9 W# `8 c
- let ww = 400;
8 r: Y1 q1 j2 L' V- L - let w = getW(str, font0);
8 m' k* Z# C/ ]9 S* S4 k) s - g.drawString(str, ww / 2 - w / 2, 200);3 T$ B! i- {' \6 y. y& c
- }
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- const mat = new Matrices();. j! |# h9 c) n- e
- mat.translate(0, 0.5, 0);
* Y+ M: Q$ h0 F; K* ^8 X - $ R' h q3 p/ ^. g* h
- function create(ctx, state, entity) {
) H# u0 D5 `* g& Y# t; Z0 Z+ r - let info = {4 Y" _8 N2 }" J, C! `5 q3 e
- ctx: ctx,
( y$ w. Y8 x4 D/ s6 r X - isTrain: false, y$ r, a- Z! h5 U0 \
- matrices: [mat],
/ b% o/ r5 u# W \: Y& s - texture: [400, 400],
; Z* E e& o% L( q/ b8 ^" F7 R) g - model: {% t- p4 ~+ c& ?, x
- renderType: "light",
3 e5 U" r3 l9 v/ w; ], R - size: [1, 1],
* S2 Z4 t! y5 A0 K; Q% p: o) j - uvSize: [1, 1]
) s+ M& W# _ G - }0 _, Y- y/ o! P
- }7 i* t- [- U0 O; |/ }
- let f = new Face(info);
% y, O& t8 S A3 Z7 G. w' ~ - state.f = f;0 C/ M1 \% r" {) m6 j1 J
9 j/ Y7 H, U/ N) H- let t = f.texture;
" n( U7 H$ s0 _ - let g = t.graphics;
3 X8 [/ T d( x! r& @ - state.running = true;" Q! f) p* p6 }4 p& w
- let fps = 24;4 X9 ^% w0 h. Z3 n9 L& t) J2 P
- da(g);//绘制底图
% W( o8 R7 M- b0 a) k - t.upload(); H# _! O% J1 D' V
- let k = 0;* t: f4 Y6 j! y$ p* F
- let ti = Date.now();
' X0 e h0 ^5 O# H - let rt = 0;1 l! ?7 b2 _0 H% y0 C$ f( `
- smooth = (k, v) => {// 平滑变化
. h: G. I6 X( D% r1 L - if (v > k) return k;0 B% Q5 Q, S4 c9 I7 j: [
- if (k < 0) return 0;
! f, t# |$ h D/ h1 N3 X& h" { - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;4 a$ I0 o/ o% X. n
- }
! C, N N$ d$ v - run = () => {// 新线程
m6 \8 X5 ~2 j: q! @& q0 w - let id = Thread.currentThread().getId();7 z6 o5 e6 r- z, f2 _/ N
- print("Thread start:" + id);+ |. J d# b+ {2 w6 a2 w& l
- while (state.running) {
0 y' l8 G- Q. t; i# ~. j: _ - try {( M$ L" r4 k1 _' j. X( @* G
- k += (Date.now() - ti) / 1000 * 0.2;# c# G4 _. @( W& u
- ti = Date.now();
i F# |! b; z, Y' W, w - if (k > 1.5) {4 w3 s( p: V! p+ F1 L) n
- k = 0;
; K, w# ^, b$ }3 m; [ - }
8 H7 D/ U) _- L# O6 B( A - setComp(g, 1);: m& v. j5 R q; D. j
- da(g);* z' ^$ v* O" [, K4 ]5 L* i
- let kk = smooth(1, k);//平滑切换透明度* C8 v3 ~' h1 ` L: E
- setComp(g, kk);. a/ D1 O, a/ W V- ~* y% i
- db(g); q% p/ e# p( a1 C) a F2 e$ J
- t.upload();
) |; J/ M" Y# Q3 i: k - ctx.setDebugInfo("rt" ,Date.now() - ti);2 v/ }' d# @& U( r7 b% B+ o4 C
- ctx.setDebugInfo("k", k);7 i$ ~$ t+ C2 m) Z! P- [# b
- ctx.setDebugInfo("sm", kk);/ D' o# |0 q6 l9 h
- rt = Date.now() - ti;
4 V, ~* Q- X! x, Q4 C$ @. G - Thread.sleep(ck(rt - 1000 / fps));# t. H8 b$ r- j: O- b4 H
- ctx.setDebugInfo("error", 0)
$ ]! O3 w7 U/ ~ - } catch (e) {$ p P u( ^3 ~2 L/ N7 K8 P1 {+ S
- ctx.setDebugInfo("error", e);
! u7 ^# }5 a' g8 T - }
8 B3 N8 O( j! G R5 w3 E) [ - }) c5 q3 X: k* [, ^, v4 O
- print("Thread end:" + id);2 D- C/ e6 J, E/ u
- }6 ~- J9 s3 h* o: ~7 j5 d! u# P
- let th = new Thread(run, "qiehuan");" R: d3 t; q( ?8 Z/ {3 O+ [
- th.start();" o+ R2 e- L. l' C# E
- }. T q' D: t% B2 [
' q: p$ Y$ A* q! P& P# |6 @- function render(ctx, state, entity) {1 Z" p, X1 J6 c6 Y! n( y
- state.f.tick();
6 g5 L5 u Z( U8 I* B; d i" Z - }
' @3 t/ q0 u* H5 d
2 {7 @0 z$ ]2 U- function dispose(ctx, state, entity) {
. x: Q7 [# w. g! q, h6 y6 } - print("Dispose");
; L! M% K6 q1 ]8 P. w - state.running = false;7 T$ ]/ _8 e4 w+ G3 O5 n
- state.f.close();3 r1 Q) {( d/ a( o- v
- }, A6 u/ l$ f: T1 t8 L% _
5 S4 m1 K- t7 M" m- function setComp(g, value) {1 l; {( U+ M, H) P; S3 Z' m
- g.setComposite(AlphaComposite.SrcOver.derive(value));
! [8 q4 }% u3 T0 U+ G - }
复制代码
( z0 F F! z5 p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。: U. S/ o- u3 s1 ^" z
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( K( y2 H$ l- k! @. 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)
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