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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。% Z7 ]+ b5 m! Q% _
- importPackage (java.lang);' T6 J5 U4 Q* ~3 g3 G/ z$ @- H
- importPackage (java.awt);
$ {% o. P7 u$ ?# Z& @2 @
4 p, ]- Z0 J1 k) u+ n+ i- include(Resources.id("mtrsteamloco:library/code/face.js"));* r3 s* \) H- R7 B0 {4 L
+ g P' ?7 M4 E- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);' W+ i( H2 v% k* T- I3 L' {
- " D8 ?, Q, t) C' F- t! ^, l9 {% ?
- function getW(str, font) {( H2 t8 ^+ P( E6 s! b* M& f
- let frc = Resources.getFontRenderContext();; R) I- @/ u. q. n
- bounds = font.getStringBounds(str, frc);
0 R2 c& T& _, s+ u m- P - return Math.ceil(bounds.getWidth());8 k. h b( f8 c) v) I
- }% L! _3 a7 u, M/ Y
- + A; P+ A, I; E; {& O0 l. M
- da = (g) => {//底图绘制" {, @" x8 |$ d' X+ X& X
- g.setColor(Color.BLACK);7 k; w6 z+ C+ e5 _! V! v0 r' Q
- g.fillRect(0, 0, 400, 400);
/ J* F# h+ K. } - }$ w M- W7 b2 H; |8 K H
) f8 {8 U9 I7 X( v/ f+ o7 [3 H$ Q- db = (g) => {//上层绘制
2 [( v) H( k! h8 x' y - g.setColor(Color.WHITE);
0 M* c4 W8 h% w! D, c, l - g.fillRect(0, 0, 400, 400);; @! s' N# h1 m5 R+ ~% V
- g.setColor(Color.RED);
3 U8 A) c1 L0 o! a2 z2 ?2 |) x - g.setFont(font0);
3 C" q& ~; z$ f - let str = "晴纱是男娘";
+ Q z# V6 |6 Y" l* \: ^+ |- ]0 W - let ww = 400;. n2 P/ }" H% B
- let w = getW(str, font0);
7 J+ `' q6 K& C k6 @& z- a - g.drawString(str, ww / 2 - w / 2, 200);
# _9 p+ W, o" @) q+ k - }5 e6 A9 U0 R8 `2 b4 ^
8 z; k a* M$ d3 P- const mat = new Matrices();
$ M( S" Z4 i- u7 s0 w7 Z2 Q - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {: Y7 U8 P7 Q W
- let info = {$ t p' P# U! q& c& ?& |. i7 t- Y; P
- ctx: ctx,& U- k+ k& D! c
- isTrain: false,
4 k- [4 Q1 T0 W' H7 `# p - matrices: [mat],
0 q- L% M; o) S+ u+ ^ - texture: [400, 400],
2 m, g% i* @% t ` - model: {# A* d: c& B& z. F; P
- renderType: "light",. L+ [, R8 j' f" J# A: [1 t( q
- size: [1, 1],
' V, B# e. l+ k( Q+ \ - uvSize: [1, 1]
# y4 |5 n! r7 D$ H) `% T - }
# V) T5 v; q( F0 ? - }
1 t6 O5 p* S% _4 ^2 u - let f = new Face(info);# x9 B! Y2 j8 H' e6 o- N/ @
- state.f = f;1 @. i1 r1 {" ?9 A+ E
- 4 v5 \$ Z) x/ w A0 g9 A( P& Z, u
- let t = f.texture;5 H+ ?' K$ T0 r( T
- let g = t.graphics;0 n' k" X* ]; g* H: D0 A
- state.running = true;$ g/ c8 ^! x" ~ w4 H: U, ~
- let fps = 24;
Y5 X8 Y: X1 E R- L0 b+ e0 x1 A - da(g);//绘制底图1 H0 K( W) v7 i( N
- t.upload();' i) ]7 k9 m% I
- let k = 0;
* h; w7 L0 b1 d& c - let ti = Date.now();
* U P/ o4 O, b6 i) y2 b$ ~ - let rt = 0;5 V- M, U% h) e
- smooth = (k, v) => {// 平滑变化
# j& z7 B& m" C" M1 n7 L - if (v > k) return k;
; K9 p7 P& A. h2 B* g9 o4 ? - if (k < 0) return 0;+ S7 b* `- Q9 J5 `+ n
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
* w4 T4 w" D+ N$ r# | - }9 t9 n8 o2 w( c) S) L% Q9 L
- run = () => {// 新线程
# R$ j+ }1 W( m - let id = Thread.currentThread().getId();
' ^7 N9 u4 ?& }8 O \ w6 Y9 Q - print("Thread start:" + id);0 h* E9 q% y" C2 Y& v# i
- while (state.running) {
f/ Z( V* P0 Q - try {
) e# q Y N9 \' F/ V - k += (Date.now() - ti) / 1000 * 0.2;
* N0 q, w- d' ?3 F - ti = Date.now();
" p4 O9 F' B' C- `$ a - if (k > 1.5) {& l. G. s3 w' K
- k = 0;/ ?9 F6 W/ B7 Q; d% Z
- }# F0 T% _3 I" Y
- setComp(g, 1);, A' E: {6 v) x. r" R. w" j+ M2 u
- da(g);
S( c0 J- k: q+ ` - let kk = smooth(1, k);//平滑切换透明度
$ ^4 k+ w X* D0 [ - setComp(g, kk);
; i9 A x& y$ a y. c" I3 j) F - db(g);9 M5 v+ o Q# F3 v% z
- t.upload();, \: H) e A, m }+ {; U0 }7 \
- ctx.setDebugInfo("rt" ,Date.now() - ti);
" N6 I7 R5 A6 f: H: g/ L - ctx.setDebugInfo("k", k);4 d0 x# V" S. m' k: A0 I
- ctx.setDebugInfo("sm", kk);
; ?3 K: N1 Q$ { - rt = Date.now() - ti;/ P+ E. _: K, e8 Y% M1 `) `* ?
- Thread.sleep(ck(rt - 1000 / fps));: ]. t1 k% S/ ? g( `5 v! f! r
- ctx.setDebugInfo("error", 0)- H" @; h- F7 |6 M
- } catch (e) {/ K. p0 m3 u l, @4 b
- ctx.setDebugInfo("error", e);
0 f+ `7 }2 l5 s/ l* C3 E - }3 R( c8 M+ i) o0 b& p
- }( C' E+ |3 |) z1 |0 l9 d
- print("Thread end:" + id);
+ e0 l8 r* Y: R4 f) U) P b - }
; r. [) ]* ?! R( G& v h* V - let th = new Thread(run, "qiehuan");/ Q* B( f" n4 l- k
- th.start();$ |* V" x# e! w& T5 \
- }
0 Z7 k( v% k+ u& A" w9 \ - % p8 Z; L6 [0 z; L/ g- |" w3 a
- function render(ctx, state, entity) {" B5 Q' B# h, N3 y
- state.f.tick();
; M& A- X) [5 X$ y3 \ R+ Y! w) t - }
5 D0 b4 F8 ?: p, H/ X
$ S" p& k4 U0 }% P) e) t- function dispose(ctx, state, entity) {; C& Q" {" `& m& G0 |* ~
- print("Dispose");2 {# v3 M# } s$ \0 P! R. `0 B
- state.running = false;
5 h# ~, p+ n- i% x3 K" K - state.f.close();) z& R" @, }( U7 ?
- }
3 G( A! r+ T @ - , I4 H; I! i- y- i* n
- function setComp(g, value) {7 v% a. S! B4 @+ p. {3 Z& k& j
- g.setComposite(AlphaComposite.SrcOver.derive(value));& ]8 C+ l9 G/ S) g
- }
复制代码 - g) \% e2 M2 ~& D1 {( F4 ^
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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- o/ [2 R( E( N# I- R顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)! I: M+ ^3 ?: c' \) t$ y
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