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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。
# \- d. V; x* _- ]" t( T7 }- importPackage (java.lang);
3 r5 u$ e" X* U" ` - importPackage (java.awt);7 @$ r: L: X1 v T% \! @- o
- & M( q; T V' N
- include(Resources.id("mtrsteamloco:library/code/face.js"));( `. O# [) o5 D: s2 W0 f9 p
8 H; f% w0 |7 r7 v1 F& m% d- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);; z( |& F( s' Q
# A. x! G" l, z4 w" B/ A7 K7 ^$ B- function getW(str, font) {: H' F# S; W8 q5 W" ?# c/ C8 {+ ~" S7 u
- let frc = Resources.getFontRenderContext();
- P& j; ]' A- p - bounds = font.getStringBounds(str, frc);
; v7 }: {( }; U7 ?0 g5 v Z - return Math.ceil(bounds.getWidth());
8 X2 O7 V6 m, a! o6 h |/ h2 n - }# v) o) T4 B. L3 A0 l, {- @
, F( O, L( B# D( M- da = (g) => {//底图绘制
* R8 e1 u5 t. F5 r. ^ - g.setColor(Color.BLACK);5 w) V& H1 [. |1 M
- g.fillRect(0, 0, 400, 400);
# ^1 w% \+ K' w( H1 W - }
$ [5 G) S- K- H/ v - % D" [, ]% f" h1 g
- db = (g) => {//上层绘制
5 F9 y1 Y, H$ x- U# V/ { - g.setColor(Color.WHITE);
3 R' c* N7 U# h( U7 v# z; z5 L - g.fillRect(0, 0, 400, 400);
$ v6 j$ Z3 ] j2 ` - g.setColor(Color.RED);
5 z# R! Z) J& f; x; U - g.setFont(font0);
2 u" a1 ]1 w" D* n) g6 E - let str = "晴纱是男娘";0 Q1 l% [5 E3 S* j3 e
- let ww = 400;
1 `) I* n; S6 z+ i( q - let w = getW(str, font0);
1 ~; _, U: w7 r& P1 G1 {) M0 m8 \$ U - g.drawString(str, ww / 2 - w / 2, 200);
Q$ r ?+ }' m: u& D+ G1 c3 `. U - }
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u* T, |, L' n: u8 k7 e- const mat = new Matrices();
. u! U5 u3 l5 F& H7 ]$ b- | - mat.translate(0, 0.5, 0); K$ i9 D$ k; r* A+ X3 _
6 z! G' F; C* L& [- function create(ctx, state, entity) {5 |3 d% Q, O+ M- b! W
- let info = {
7 E& S7 b8 |- I; P" n+ ?8 M, S - ctx: ctx,
! P6 D$ |8 p& p, G - isTrain: false,
7 S3 K5 c C$ _5 s: L5 s# I - matrices: [mat],
# B2 x+ y4 ^; t2 y2 W - texture: [400, 400],
/ y: T D1 F) Q: [ _! @ - model: {: m4 X! Z& v! x2 K1 [3 w3 P/ ~
- renderType: "light",& D; A3 y' q7 @) J
- size: [1, 1],
* B" D& C7 X& Q1 ]6 B0 n - uvSize: [1, 1]
% M, }/ d8 M3 y2 a* y - }4 Y: Q7 Q5 ]6 e0 m
- }
1 n! N: S: |3 q* z8 H K - let f = new Face(info);
' X- @2 ~" h* y, i! a - state.f = f;
- R+ k' [% f2 @8 e5 w# E% A8 U
5 k( s4 ~% e# Z- v' D- let t = f.texture;4 W7 i6 x7 `0 H$ j, h
- let g = t.graphics;
3 ~* N9 D f! z0 e( k - state.running = true;
2 |' u [9 Y9 o5 Q# N - let fps = 24;
+ d' P; n6 ^# C' E - da(g);//绘制底图
8 V1 ~1 ^3 d* ?) I6 c6 I - t.upload();
8 @- Z) F# u# [0 u' r - let k = 0;1 ~' W* M" F% x0 u& }! M
- let ti = Date.now();
# o+ H& V$ _+ `1 e& d$ N% a; u+ W - let rt = 0;! z% F+ M( D9 g; L6 t& T! ~6 p
- smooth = (k, v) => {// 平滑变化
5 p- L- Y4 `3 F C+ U - if (v > k) return k;
+ t V0 F3 u% d2 | - if (k < 0) return 0;5 B$ Z2 l4 N3 U$ R6 M
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
4 `. R+ I y' R, y - }
/ C9 t/ F3 f5 N+ v/ y8 Y0 d - run = () => {// 新线程
. K: ~# y6 w4 l: ~ - let id = Thread.currentThread().getId();4 q5 l/ a# {8 x- e+ K& F4 @' n
- print("Thread start:" + id);" H$ e0 A. F z! t* f
- while (state.running) {$ ^+ A* \# |) M6 ]* Q! Y$ K# o
- try {
& |% o2 F* e( \. k; l1 S$ o - k += (Date.now() - ti) / 1000 * 0.2;% e) a/ e$ w1 ?( b% O0 n4 J
- ti = Date.now();
) _: E' O& T0 v. E% Q, \1 w - if (k > 1.5) {
$ l: j8 S' z C/ U4 M; F* J - k = 0;
( S2 H* P/ ]+ v1 f, e5 T - }
1 p# i- P) m5 X/ \3 ?( s - setComp(g, 1);' L: e9 C7 i6 O! Z
- da(g);. |( Y2 \" E+ P8 g
- let kk = smooth(1, k);//平滑切换透明度2 z1 T5 [6 J% b6 Y4 ^
- setComp(g, kk);4 M0 q4 A! ~% C' o6 F, |$ \- W
- db(g);
4 N) Q# w6 I! _& C/ p9 H - t.upload();, R8 E Q( U- E5 b# T$ \2 a
- ctx.setDebugInfo("rt" ,Date.now() - ti);
% }" l5 H @7 w: ^8 |) N0 O( P - ctx.setDebugInfo("k", k);
, p9 _# s+ t9 s, L - ctx.setDebugInfo("sm", kk);
3 G8 H3 F' J! ]0 l - rt = Date.now() - ti;
, n& i2 x9 s' N6 N - Thread.sleep(ck(rt - 1000 / fps));6 g$ K3 R! |( S; i. b1 L
- ctx.setDebugInfo("error", 0)
a- U5 A2 B3 Q; T$ ` - } catch (e) {( m% u: s/ J8 m& J; q. f O
- ctx.setDebugInfo("error", e);2 M* \+ C3 T3 u8 D
- }
) \$ r' N, ^& p, R - }1 `! [7 v. Q$ a) f
- print("Thread end:" + id);. C7 l- a" ~$ i% N" C, _1 A
- }
& F. E2 Y( [7 ^ - let th = new Thread(run, "qiehuan");$ O4 v+ N" u3 ~: a% r
- th.start();
+ n" e/ i( q2 } - }8 o1 z+ I& i' N; U7 S9 t
9 }' V4 y; d) K; e- function render(ctx, state, entity) {
: w5 l' f+ u5 ]2 \ - state.f.tick();; g1 @/ y- F2 a
- }
0 ^+ |' [& ?) M: ^5 {- u0 R& L
+ j% P1 m$ M% J {1 U- function dispose(ctx, state, entity) {% @* K- o( P8 D2 Y' H
- print("Dispose");
& f& Q& S) `) [# n. L- [2 j3 Z - state.running = false;5 j: h; G; X4 ^+ ?2 ~! L6 C
- state.f.close();* H0 t( ?& Y& v: a8 u4 c( [% Z
- }
; C* @; T. G( n/ F1 Y
- M4 q# I7 \7 I6 h- function setComp(g, value) {' c" k0 y/ Z. Y
- g.setComposite(AlphaComposite.SrcOver.derive(value));8 \ w0 _# Q) g! _. {9 `8 W" Q
- }
复制代码
1 }9 d w2 Q# T, w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。2 y- b0 a+ W0 k! b. L+ F* T: e0 P. h( X
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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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