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, o, L, j& J, i; V+ q" j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。 S% E0 |; M" F" w' g
- importPackage (java.lang);
4 o# {6 l0 X6 _3 K9 t' G7 L# y - importPackage (java.awt);. y! l, v8 g: r) D
- 5 I4 |* \$ ?8 u& X R$ D# i7 R
- include(Resources.id("mtrsteamloco:library/code/face.js"));
# o% ]* B+ j4 T3 P6 b) G - # \. W4 h6 j' V) L. z( r4 [7 r- `+ q
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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# r- J( o# A8 f- function getW(str, font) {
# L5 ?! {# \, T# F6 R2 |4 x - let frc = Resources.getFontRenderContext();
# Q0 h+ U1 F! E( J5 ? - bounds = font.getStringBounds(str, frc);
( {) o% }7 O! L, x! x0 ^0 W - return Math.ceil(bounds.getWidth());) `4 O$ Q4 ~2 a* {7 T9 d
- }7 i6 K/ B* ^5 R5 D+ C
- 1 ?3 D6 k7 j! @. `' x" H- z. D4 V
- da = (g) => {//底图绘制) s- R7 S1 _+ c/ P
- g.setColor(Color.BLACK);: }; Y8 T* {# J' _9 j4 U; M- M
- g.fillRect(0, 0, 400, 400);
6 |( C- }' x/ k( m2 Q2 ` - }
% B9 o. L* @$ f( n3 q& f0 h - 2 y) C; F% b- T; @& e
- db = (g) => {//上层绘制. u& U4 e1 ?) }2 }
- g.setColor(Color.WHITE);
" U" T9 v; k4 P8 o0 E- j - g.fillRect(0, 0, 400, 400);) r7 g0 v9 q" [( K: g3 _
- g.setColor(Color.RED);6 u4 l& } ~: i$ X2 P1 y, u
- g.setFont(font0);
& L$ L; I7 D- v/ `/ s' D# Q6 I$ D4 H - let str = "晴纱是男娘";( T* E; i6 L) o8 L! n3 q
- let ww = 400;; ?0 i' R- b- u# m- E
- let w = getW(str, font0);. H8 h8 @0 q7 {. I0 Y0 ]% q
- g.drawString(str, ww / 2 - w / 2, 200);
8 a* ~* C. P7 a- h3 h( @ - }
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( \" ^8 m0 `) O p$ [- const mat = new Matrices();. \+ R X: W% @( `: ~% a0 U
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
7 ?6 J& J8 Q# D- D0 w/ I - let info = {
* |1 g, k0 a8 F% F+ `9 @ - ctx: ctx," W0 ~5 {0 J, c- }5 _
- isTrain: false,
" _8 |& W; Y& F' Z3 y8 x - matrices: [mat],& u- D, x! D, X
- texture: [400, 400],/ E8 ?% x& M2 x0 b
- model: {
, H& P3 g6 J* w& Z7 i: m - renderType: "light",! X7 g: d# E: u" X$ \; N5 I
- size: [1, 1],
, ?5 ]( }" g# J; g& x - uvSize: [1, 1]4 ^" b M2 E1 i1 D- l
- }
$ g$ d1 v4 d* R9 q: l9 { - }
" c' T& H6 Q' o0 ?/ e - let f = new Face(info);
" o8 m5 P1 P J0 z8 L7 Z4 z - state.f = f;1 X+ E% M: L4 H7 C' U% {
- ) @ o+ d3 a$ [$ @9 Q
- let t = f.texture;
4 X' o, Y- r0 M5 H+ ?0 D0 u - let g = t.graphics;& n h9 q7 H* _6 ?/ O
- state.running = true;
$ ?6 G# |9 d& t - let fps = 24;' N: { @; O9 q9 H+ G
- da(g);//绘制底图
/ C0 |+ U# Y- S. Q0 ~7 y5 V - t.upload();
4 {9 b: R$ y8 X+ G: C F* K - let k = 0;
, c5 {9 Z( f& P# o7 n; o/ A. {, A - let ti = Date.now();& F Q9 c7 }6 e' m9 i$ A
- let rt = 0;" I, E5 Q6 O% w2 P
- smooth = (k, v) => {// 平滑变化& a4 Z; {( U' x. m
- if (v > k) return k;
* h* U' [9 Q4 L4 K, z1 z7 d, [ - if (k < 0) return 0;7 u& f" ^2 ?7 V% F- i* t1 c+ _
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
9 u1 i- F4 G& r# |+ b1 v9 } - }* o* C/ X$ n5 Z. b1 M
- run = () => {// 新线程 k; q$ l) i' H1 l; |
- let id = Thread.currentThread().getId();
' Y; M4 {8 m! u; s1 |/ t - print("Thread start:" + id);1 ^1 y1 i* O; E+ f7 h$ E6 I7 I
- while (state.running) {1 E/ g7 H: V8 g7 ]
- try {
! k% }" Y' y& c$ i3 v - k += (Date.now() - ti) / 1000 * 0.2;, T2 v/ \4 Z! l0 ^$ f
- ti = Date.now();* d$ h: `1 y: ]5 I. b
- if (k > 1.5) {, N- S& q' E/ G) {
- k = 0;7 X5 ~8 Z& O2 u
- }5 h! \4 | Y' \. y) e
- setComp(g, 1);
) F; G7 B- R4 R* P1 V+ k$ q - da(g);3 [ G* [. M) G8 z0 j/ N
- let kk = smooth(1, k);//平滑切换透明度
6 o5 T. \% h9 @- `4 ? - setComp(g, kk);! `) d/ }6 i* F# Y% i( [
- db(g);
$ N% A# m" o# e& m- S- r2 Z, |$ ? - t.upload();8 c; J# y8 M9 [" @9 g6 B! B- u
- ctx.setDebugInfo("rt" ,Date.now() - ti);" @' ~2 y/ y8 }; b y) M
- ctx.setDebugInfo("k", k);
% L; ~4 E% X0 t/ L0 @ - ctx.setDebugInfo("sm", kk);9 e' ]8 b) X8 h! r
- rt = Date.now() - ti;5 o( a: g# {# F- ?0 T+ {) ]
- Thread.sleep(ck(rt - 1000 / fps));0 Q( g$ d0 Y# w8 V/ Q
- ctx.setDebugInfo("error", 0)
' T8 ~2 p, S3 {. z0 a6 x7 M6 D - } catch (e) {
9 I: F& b4 n" ]4 p: x0 e: t - ctx.setDebugInfo("error", e);
3 t: E5 Z# ^& n! P( k( ?) t/ v - }; j8 p' H7 s4 c# P. q3 |
- }
# I+ V9 V, i( e6 d( B" A. ] - print("Thread end:" + id);' g4 Q% ?5 b3 T( \
- }
# e/ h/ R8 y3 t- M1 k- C: G2 P3 p( T - let th = new Thread(run, "qiehuan");" C) H' Y$ G% W8 c
- th.start();. b. ]/ L; Q) L4 ]
- }; o5 ~ m2 E1 T u% u1 X+ }
]. n' F0 ?; ]( c' B0 Q! e T- function render(ctx, state, entity) {0 Z2 z, w5 _+ I7 S" s
- state.f.tick();4 h1 w8 H) K3 i& |, J
- }
. M4 K$ |' x9 H+ r% ? - $ u2 L( F& h6 F! A& C
- function dispose(ctx, state, entity) {- W, p, W" ^1 M( ]" w
- print("Dispose");
3 ?( p( H( U+ V# c: q - state.running = false;. B: w, [8 u8 ^: J: d
- state.f.close();
4 i& k; ~! ~& v6 \& T6 _# ^* e - }) i2 K. d/ o) \' e
, K/ Q# g6 a! M1 K' ^ b; {- function setComp(g, value) {- D8 r: c2 C3 [* X/ o2 c
- g.setComposite(AlphaComposite.SrcOver.derive(value));# k# O: I' [( l6 L, b& `3 V I( H
- }
复制代码
2 q* H$ V8 K! l4 d3 o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 z& A, f# b# L9 f/ f* B6 O
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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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