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# d( l% B5 b* L) b9 b
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。
$ ^2 X$ z' ?+ ~8 `4 J: P- importPackage (java.lang);
( Z6 W2 _$ z# K w - importPackage (java.awt);+ O7 i3 H2 P8 C$ D3 s
; R- |& I- P: [+ o! l- C- include(Resources.id("mtrsteamloco:library/code/face.js"));
3 \4 @4 B* i- k, ^
4 l" X9 ^( W% _5 s, S [- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);; s+ q' Q; w' A$ s: S) T
- & N$ ~0 H2 q/ n+ Z# \1 \$ |0 @$ K
- function getW(str, font) {
# B0 q3 j' d# Q0 @ - let frc = Resources.getFontRenderContext();
8 v7 X: @' k! E$ g' v - bounds = font.getStringBounds(str, frc);4 ?. H3 v9 H' s" D) } \; [
- return Math.ceil(bounds.getWidth());& O- P& I. q$ [9 T& f4 q
- }' \5 A5 b. G0 k, b5 l- p
- & J. H _, Z7 U, q, S
- da = (g) => {//底图绘制; r+ ~- q' I, [7 o
- g.setColor(Color.BLACK);
: c! J& m% o$ f - g.fillRect(0, 0, 400, 400);
D8 y- i& w4 m" Z2 K3 e - }
4 b$ u% D, B2 N
' _- O+ s# a3 v0 e: n" M* a2 g2 h- db = (g) => {//上层绘制
$ h1 a. [. T* z5 v - g.setColor(Color.WHITE);
2 Q6 G. x' ]. b2 ~ - g.fillRect(0, 0, 400, 400);' {- w) I6 |* f3 I7 p P
- g.setColor(Color.RED);
% D1 p5 A; z2 ? - g.setFont(font0);. Y- I. L$ b9 \" T9 H P
- let str = "晴纱是男娘";& n$ p1 O P, C% n
- let ww = 400;# H6 \5 r9 g1 V
- let w = getW(str, font0);# Z* f' L: X+ l, a7 n4 Z( `0 d* H. m7 b
- g.drawString(str, ww / 2 - w / 2, 200);
" d t% N$ l3 v* X - }
* q4 u. ~+ B/ V - 7 p8 k2 \8 N# e! I2 x
- const mat = new Matrices();% l( E9 W0 N8 G; x( m3 W" q9 Q
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {* i( i! l, r. v9 |& ^5 P* V8 r* F$ \
- let info = {
+ V$ s7 m7 g, p, m- y - ctx: ctx,
- N9 J+ s' l- U! I0 o - isTrain: false," o* \/ }6 o& L3 P. ~8 o
- matrices: [mat],. k# M' i0 C8 {; Z" W) `
- texture: [400, 400],
& g; R( t/ v$ |+ C9 b - model: {
+ Q9 ?; |9 ~ E( ?2 a& ^ - renderType: "light", Q% [' w# J# p) M7 j3 [$ N
- size: [1, 1],3 p: V5 W9 u/ a1 W( W# y5 u; e& U
- uvSize: [1, 1]+ l. j2 R) p: M/ R
- }9 z9 O1 G3 B9 L( Q% a: q" a7 o1 p6 {
- }
+ F9 c) `, D1 U1 Q - let f = new Face(info);
7 H$ T6 n" K: P" D7 }$ _5 r - state.f = f;
. g& u( R" j6 E& C2 S$ ^( B
4 g& t9 ?% d9 X0 L+ O- let t = f.texture;$ c9 O7 P0 S$ B" @3 I5 Z
- let g = t.graphics;
& K& k* z T' T4 [2 Z1 T - state.running = true;& O+ C2 [, N3 [. [
- let fps = 24;
^* d9 \" \) l* V - da(g);//绘制底图! D3 ` \ C, w5 X
- t.upload();' G4 c' a; v" a$ T# W
- let k = 0;7 o1 a8 T% Y0 u( V% d7 d& ?
- let ti = Date.now();2 {! C& t+ {( p. p! w
- let rt = 0;. `+ m1 I: g2 p2 w, J1 _2 ~
- smooth = (k, v) => {// 平滑变化
- |5 }9 I0 ]2 a' F - if (v > k) return k;3 J4 z. a$ h0 O8 a6 r( y8 j4 ]
- if (k < 0) return 0;
) {9 H0 S& B2 S; e$ E! ^ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;, k; b* u# y/ G5 s, N* Z4 r
- }5 }1 k# B; d6 \8 S4 s, ^$ w9 R
- run = () => {// 新线程
6 F; @# D" a8 k( B - let id = Thread.currentThread().getId();
% f# q# `0 k7 e; y* B. x& K) F G - print("Thread start:" + id);: U* ^! S% m8 q
- while (state.running) {
% J3 K! }7 }* m, v7 b3 Y: ^# n - try {2 m0 @0 M3 Z4 k! k, u, p1 s: E
- k += (Date.now() - ti) / 1000 * 0.2;3 J ]$ K- k; O: z' ]+ f
- ti = Date.now();( y& d8 G6 `7 b h; O
- if (k > 1.5) {
& k) h! F5 p ~ C# E, ] - k = 0;: c! T# W7 k" O! g+ K! L
- }7 s2 ?0 d6 T, d* U( B# p" p
- setComp(g, 1);6 K8 Y5 R8 @4 }
- da(g);( i9 O* N( A. _" P# N6 P: I
- let kk = smooth(1, k);//平滑切换透明度
# G$ s# z5 J! I1 f: L) J/ _/ C - setComp(g, kk);
1 ~; K' N) n9 N' [6 e6 ` - db(g);9 C" w% r+ |! H1 } E' V8 n
- t.upload();
# U' ?8 B5 s) S( x- n - ctx.setDebugInfo("rt" ,Date.now() - ti);
; F' N( g; _ ^% E* G. K: D - ctx.setDebugInfo("k", k);; I7 l% e( x- ]
- ctx.setDebugInfo("sm", kk);$ G. W: i3 e5 T! X5 Y/ ]8 ~
- rt = Date.now() - ti;3 ^( |1 l' Q. L! K+ o8 w" m
- Thread.sleep(ck(rt - 1000 / fps));: J4 q. s# \5 ?3 x& g" W4 @
- ctx.setDebugInfo("error", 0)
w4 A. Z) o( O8 ^* J$ q! ? - } catch (e) {
, g6 V2 c% R' Q# e - ctx.setDebugInfo("error", e);
! S* [! S7 ~8 y) `2 T9 O) A) J - }
( r2 @3 d; H" ~4 K - }
( Y: @/ |# v$ d& z% J1 e T - print("Thread end:" + id);
, }5 q' s4 M3 g9 } - }
. p% q3 e6 @+ }% V& N7 C9 D - let th = new Thread(run, "qiehuan");
: f9 u5 X/ n' K, o6 Q; Q: C - th.start();' T+ b. J. Y: W
- }
, X* C5 {& A, ^9 i( _; W - e5 l+ j, G8 N8 _6 z: j' i! S2 Z
- function render(ctx, state, entity) {
2 I* ^4 m# @$ H9 R: y2 G - state.f.tick();9 Z [# A1 Q' H0 G: w! `" D; l' b
- }
$ H! L8 N5 i0 p, B0 _1 h5 ~- T
3 `. S$ l6 i* G8 U) y4 B" ?$ a- function dispose(ctx, state, entity) {' _ W, G6 r9 O/ {
- print("Dispose");
5 \, ~1 d% u6 Z) F - state.running = false;
' O9 C' V0 ?4 K3 r - state.f.close();- R7 V7 n% Z: h# H# `6 h4 n# k0 ^" r
- }0 w$ `% z) Z& Y# D$ i& h
- J- o& n! x2 O' s- function setComp(g, value) {
0 \7 p" W5 u4 f# }+ t! h& W - g.setComposite(AlphaComposite.SrcOver.derive(value));
# r3 x2 v3 v5 U6 A" N) D$ W$ L* C - }
复制代码 0 u3 a/ J2 K. `# H0 R0 k# i
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。
$ M+ I, E" x- h4 N9 ]- h& V9 Y; \
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/ M) F) i9 y) w7 U+ \$ k3 f顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)" K, c* U( j" @0 ~! Y6 }0 h
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