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) |) u2 `0 Q7 U7 _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。" N" C* A+ K: ~
- importPackage (java.lang);
' ]8 b: i) W: _" ^; { - importPackage (java.awt); I, M$ o4 g, p0 k0 ~
- 5 l' y$ m( d* G. ^2 U& ~9 H4 M
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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/ K1 P+ A/ e0 L* x" s- d: l& H- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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\* `3 t) U& v6 r5 B4 d5 N* Q- function getW(str, font) {3 r$ z4 n6 {/ k0 q" W7 T* }/ W
- let frc = Resources.getFontRenderContext();+ v1 W1 z2 B/ L7 }3 V/ K* ?- H
- bounds = font.getStringBounds(str, frc);1 D2 H! [4 @9 S- G4 E+ v9 T9 r
- return Math.ceil(bounds.getWidth());
- ?% g' {- s2 V5 [; J! T' y - }
# U& E' [2 }+ |& \5 s) g+ h - 1 s3 S4 t0 {8 J- n3 N$ s% D
- da = (g) => {//底图绘制
, ~3 N" n5 u. }, t - g.setColor(Color.BLACK);: C1 h- T% Z+ y' ?( M
- g.fillRect(0, 0, 400, 400);
: C2 j, C' M; b% i - }
" ]) K+ Z4 e' I% k: B' Z; B
0 D& Z, S/ ^5 U/ V0 p7 B% m" m) P8 R6 k- db = (g) => {//上层绘制
/ x Q8 e* X2 q6 @ - g.setColor(Color.WHITE);
6 C# z* V0 k, W - g.fillRect(0, 0, 400, 400);
7 [ a; ~4 q1 u+ a - g.setColor(Color.RED);, _' j! b* B. N
- g.setFont(font0);
' p, Q; q3 K& K - let str = "晴纱是男娘";9 w O; f5 T' H1 B) A
- let ww = 400;
7 e* o; v" d% ^9 I - let w = getW(str, font0);2 g% C, B2 B' I7 s8 w+ ^
- g.drawString(str, ww / 2 - w / 2, 200);% Z" n( ?+ e9 x! c* f9 b
- }
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+ Y3 s# _0 c" M6 @3 D- const mat = new Matrices();$ k4 k' F, f: \7 {
- mat.translate(0, 0.5, 0);9 } a5 b+ i8 A: g* O
+ \+ [/ `; e. O( T% ~- function create(ctx, state, entity) {- q# g3 }2 E6 a, R# c# R
- let info = {
3 ?7 f C( ]0 ]; n R3 f: o - ctx: ctx,1 M' h. }. y" W( {( v: n( h
- isTrain: false,& U* F% ] }( S4 L8 u/ X. u [
- matrices: [mat],
' [; Q8 x: A5 r: u3 Y" j+ G - texture: [400, 400],& M5 Y4 Q9 y! J
- model: {8 D+ T1 V# [8 o5 l9 v- F# G
- renderType: "light",
8 f, C5 _' h. J( D( i% F n7 H& v - size: [1, 1],
0 w- K& h. P! H9 K; h - uvSize: [1, 1]3 e O5 X; H9 m6 r4 {$ y
- }
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- let f = new Face(info);
1 m( M' S% R( n' h - state.f = f;+ C! \$ m. y$ J6 i) U
1 Z7 C/ G+ \& a; V8 h2 v3 w$ u- M- let t = f.texture;; u1 f6 n8 R3 J# W: c- P
- let g = t.graphics;5 G& S* S# T! j: P: g" N0 M1 w( {
- state.running = true;
4 H/ z2 e7 ?5 V8 ]3 ~- k - let fps = 24;: ~* ]+ y3 }% K2 x, B
- da(g);//绘制底图
2 P$ g+ `: d2 g; t - t.upload();4 l! N t" R) F$ P* P( X' b
- let k = 0;8 o4 Y. N% \; v/ v/ _8 _4 W+ m
- let ti = Date.now();
% I. B/ s- U! V7 C - let rt = 0;
' U; |& L# L5 ]2 N( \ o - smooth = (k, v) => {// 平滑变化
! J( L! ?6 C; ~" [ - if (v > k) return k;' w3 {" _" Y6 D. p3 H
- if (k < 0) return 0;& |2 `8 b2 ?& g4 D, I/ c
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;0 ?5 h, u3 F! ^+ w+ b7 A9 w
- }
m' w- U5 k5 E9 x - run = () => {// 新线程
: P3 b4 S5 B# o0 U; g. \ - let id = Thread.currentThread().getId();6 p' v7 ]4 i% f6 c
- print("Thread start:" + id);
, G0 u2 f/ Q, q - while (state.running) {
: D& t* a2 { R - try {3 H1 _- R; K% x0 m+ h
- k += (Date.now() - ti) / 1000 * 0.2;
) z8 G" z/ Z. e1 U7 _! w3 w3 l - ti = Date.now();7 R4 D% u- g" y: b3 K: U4 l! O2 z
- if (k > 1.5) {) Y# y9 c0 g4 h; N3 [+ |
- k = 0; U' n) G% e0 C
- }# R {+ C% U6 B4 s! A; [2 t- P
- setComp(g, 1);) u1 ?* Q. H( k/ U) x9 E3 f( T L) _
- da(g);7 D+ ~' J [& H, A" q/ |9 h% B
- let kk = smooth(1, k);//平滑切换透明度5 a" X* F: P7 g1 d0 u) H
- setComp(g, kk);
( o9 `3 |( f8 N c8 Z" B; ~5 \6 I5 h - db(g);8 ^ D8 L( @$ d: |9 W) z" j; s. t
- t.upload();5 P% E3 M, h# B1 U$ o9 U
- ctx.setDebugInfo("rt" ,Date.now() - ti);/ z4 r. J2 _& j v' W
- ctx.setDebugInfo("k", k);
3 y$ g5 |: r/ S( E+ m, v7 G* v - ctx.setDebugInfo("sm", kk);4 v: G4 [' T5 O! k
- rt = Date.now() - ti;
4 X4 Y: g+ P6 Q _+ g - Thread.sleep(ck(rt - 1000 / fps));
* P5 E0 g+ i: H. A' \ - ctx.setDebugInfo("error", 0)
2 K5 X$ V( k' a/ b1 p* U+ ] - } catch (e) {3 L- l4 O! s8 o# n6 }
- ctx.setDebugInfo("error", e);
6 m/ }6 b9 j3 }! B9 h/ B2 U1 H$ y0 u - }
- l* `+ \) D" s% e9 T' w+ R - }4 Z: p$ `2 a% O! Z0 y# D* |
- print("Thread end:" + id);
% j0 S, }. s. S4 i: d1 n- c7 y - }7 L8 A, f1 g6 A
- let th = new Thread(run, "qiehuan");# W, ]% `8 p; D5 i8 z0 U3 C
- th.start();
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" f" N; y$ _5 c6 J- function render(ctx, state, entity) {/ Q4 _$ l a0 h
- state.f.tick();
# |% i2 g6 T$ m; J - }
- W: H, Q; t: _% ^) V: @1 r' @ - # J# K4 v+ f$ Y/ l. o/ |5 F
- function dispose(ctx, state, entity) { ^* R# J7 P2 T: r# P
- print("Dispose");
) _) x7 ]# S6 N7 |( X0 h1 E4 U8 f - state.running = false;6 ^7 z* L, } f3 L
- state.f.close();8 v4 p2 D# J, b+ } U# b$ S$ b
- }9 r* g- ]! b# @: z& \ |: ?
+ w ^: h# V' R; j2 |. M- function setComp(g, value) {( Y0 y8 H6 z+ p' W6 q3 E
- g.setComposite(AlphaComposite.SrcOver.derive(value));; D! p$ K, d2 D( \5 X1 Z7 Q: R! l
- }
复制代码 . Y9 G! v; s! K6 c9 q0 X
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。
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& v) ?/ W: Y3 m0 H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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