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* D* I1 r( H5 _7 d* d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。- J7 I3 l5 W; ]& n
- importPackage (java.lang);
; R% {2 h! g* H1 W - importPackage (java.awt);
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+ {2 p. h* C$ K* t2 ^; z- include(Resources.id("mtrsteamloco:library/code/face.js"));
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* u# x4 O: j% ?! ^6 m- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);' c4 v( Q( C! u8 X
- 3 w: d/ u- H/ F+ _ d
- function getW(str, font) {4 u! X1 i2 W5 a+ M/ |# F1 J
- let frc = Resources.getFontRenderContext();2 L7 u# [! i. l7 a( k' f6 c9 e
- bounds = font.getStringBounds(str, frc);& w$ w3 k% x/ K K6 K" @
- return Math.ceil(bounds.getWidth());8 l+ \, r2 J* g6 b! r6 S
- }1 @# C! z8 k6 H6 g% T
! f' I8 n, L8 U4 A3 v1 @- da = (g) => {//底图绘制! P5 o9 |2 C3 j9 L4 @
- g.setColor(Color.BLACK);
( X; X7 n6 T" R% \% w6 z - g.fillRect(0, 0, 400, 400);
1 K$ u, |" m/ _& E' a5 w' j - }
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8 R- f+ S* {' D$ K9 I* F- db = (g) => {//上层绘制: G7 D1 m F, M8 z$ b E
- g.setColor(Color.WHITE);
, Y% s$ v% X' @5 u3 A# g% s) { - g.fillRect(0, 0, 400, 400);7 e+ l8 y( O; p$ G3 X) W' z
- g.setColor(Color.RED);
2 R/ J5 {$ r$ i1 J& W8 j) G9 h - g.setFont(font0);! t" u7 r7 S% @; D# ~) ?. n
- let str = "晴纱是男娘";
' M j+ A4 t2 Z5 m' X5 i+ Q - let ww = 400;5 \+ ~9 h6 i2 ?& e% Q% A4 e
- let w = getW(str, font0);
& U1 L# p% s5 h0 L) m" g& g - g.drawString(str, ww / 2 - w / 2, 200);1 n- n3 ?+ T2 j$ K
- }
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- const mat = new Matrices();8 L+ k# X* R& k3 T% r
- mat.translate(0, 0.5, 0);
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4 M1 G' r9 V2 s' R! f2 T! ~7 Y- function create(ctx, state, entity) {% M7 V! M2 K+ @! j* V$ Y; I8 N
- let info = {1 B. t" _% {/ j! L. S
- ctx: ctx,
3 N/ \8 j- o$ O! @/ A4 P - isTrain: false,/ p$ a* E/ s# C: k* l6 }
- matrices: [mat],
3 V# r I+ R3 U! j' A - texture: [400, 400],
5 D& M5 d5 s: c: W) ~ - model: {
H8 o, E. m, l: w, |0 N - renderType: "light",# ?& @! D- z- w: L! u4 Y
- size: [1, 1],
- M4 i7 s6 t' [# q - uvSize: [1, 1]' ]. \& G2 A# O0 X! A4 g @
- }
; C. z; \# u5 a2 f# i' \- [0 V - }
9 `5 V6 W, I& d2 U - let f = new Face(info);' O. L4 v/ ]: P3 a
- state.f = f;0 ?, b& A* O0 W
- 1 ]. a% s; v7 X) ?. n- M, h, z) c
- let t = f.texture;
! w- c. D1 c6 U" }) o - let g = t.graphics;1 d! M1 @9 \) m
- state.running = true;$ h. ]2 k- d7 b
- let fps = 24;
0 U& ^" h: F1 u - da(g);//绘制底图; M* y0 a6 ^6 A5 n5 U w; q _# _ V
- t.upload();
: L( Q1 E; H* [- t! v, V! p - let k = 0;
- N1 g0 r! w t# ] - let ti = Date.now();/ e* {' K% ]2 D* t G( d6 A; y4 D
- let rt = 0;
' O1 M7 ^3 _5 s/ U6 M1 r% w - smooth = (k, v) => {// 平滑变化, x m% y0 S% r' c
- if (v > k) return k;1 B4 h# P( g5 [ L! D5 K
- if (k < 0) return 0;
6 x# R$ k# `9 N - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
! u( l( c9 O2 z8 v* v/ O - }
, j" Q+ p4 x n. J" q9 z) i. I$ w - run = () => {// 新线程
) k; l3 o1 u' b: L5 d - let id = Thread.currentThread().getId();# }( a. h5 E8 b
- print("Thread start:" + id);% Z! `" T- N$ I" [, K. y6 Q+ z+ E
- while (state.running) {7 S- T/ Q% \; u1 r% h- }
- try {2 F6 n0 x5 ~3 X- K; \7 L! m
- k += (Date.now() - ti) / 1000 * 0.2;8 ^* Y1 `6 E. t+ N2 g6 h
- ti = Date.now();
& l# i3 Z, p R - if (k > 1.5) {
1 O. F( W7 G! ?, _% u3 _$ H3 B - k = 0;# G, l4 F* b6 u3 N0 j+ D4 y+ w
- }
! q# L9 X' m2 R0 e& Q - setComp(g, 1);
; b6 z, D) n. H; u - da(g);& W1 O: b7 A& r4 N: C% q5 J Q6 M
- let kk = smooth(1, k);//平滑切换透明度- @0 o/ G' l2 Z" j7 E G! u8 Y9 n8 G8 l* ^
- setComp(g, kk);
1 {, O5 K9 G+ M6 n - db(g);
9 \' `; ]: U+ E9 [/ e - t.upload();
* V& r! J" I4 `0 ^" b1 @ - ctx.setDebugInfo("rt" ,Date.now() - ti);
) c! b/ X8 w7 F, y- G& t1 r% _ - ctx.setDebugInfo("k", k);
: D+ D' s6 [5 z( N; G5 I7 E" g - ctx.setDebugInfo("sm", kk);
# [5 w. \, h3 S - rt = Date.now() - ti;
# @ t$ P3 O" ^( k* \1 f - Thread.sleep(ck(rt - 1000 / fps));
1 W0 r- i: S( h$ c5 ~2 m - ctx.setDebugInfo("error", 0)
1 Q7 Q% I5 a6 Y+ L0 ? - } catch (e) { f5 W) Q: x$ w8 M5 Y% P4 r; l7 C) n
- ctx.setDebugInfo("error", e);% t/ C0 F. z- z0 z
- }
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- print("Thread end:" + id);3 ?1 J$ B& J( x9 S1 Z
- }
4 z- x( {6 q5 j$ J - let th = new Thread(run, "qiehuan");8 J1 b3 e9 l# h; Y7 _
- th.start();* o: \/ H. O' G+ x
- }
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( k& ?& f6 N+ p9 z# \- v0 P2 D- function render(ctx, state, entity) {
6 A+ ]5 H9 G) X9 } - state.f.tick();
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- ' C% g( S* L6 \, L; Y) B! z, a
- function dispose(ctx, state, entity) {0 g9 d1 g! I* ?% X4 m* l' \
- print("Dispose");9 o5 \9 ^- X0 L( }# l6 O
- state.running = false;
3 d0 j$ t+ v* t2 ^8 I H - state.f.close();2 U1 q8 ]# [5 U8 c, ?3 E7 v5 p+ A
- }
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- function setComp(g, value) {! p; u8 [; q C' j @7 i/ o6 J
- g.setComposite(AlphaComposite.SrcOver.derive(value));* h! O6 y7 O' u# ~: P+ E
- }
复制代码 " |( A$ d5 ~0 A: J& P( X/ B. {
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。! T+ ]1 o% Y- t$ V+ g1 \5 k
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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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