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; s9 H; s8 F! [# l# E; R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。
1 b. y) O3 v6 Z P: R4 f7 t8 K Q- importPackage (java.lang);* R; k% E" V# H# P0 |
- importPackage (java.awt);0 {2 b% \. S6 C7 g* }! {1 _$ R
) S/ u- ^) u# L& f- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);1 {1 y t- G6 O5 s8 [
- - }* f2 x$ Z0 O) q6 A, ^5 R
- function getW(str, font) {
3 [) g5 @, H- L - let frc = Resources.getFontRenderContext();
: E9 i$ l8 k) U# C: Q' U2 J& ?( Z - bounds = font.getStringBounds(str, frc);
& _; E, D: I" D# t' n( d - return Math.ceil(bounds.getWidth());7 t7 E, _: g4 F
- }
7 c" o$ ^$ {9 E" U
. K& [0 d* @9 Z& s( N3 P( L( u- da = (g) => {//底图绘制0 W: l) y0 R9 K- \2 F0 @
- g.setColor(Color.BLACK);' h! S2 F, \: W+ O
- g.fillRect(0, 0, 400, 400);
' P0 r. e2 f* O - }: ]% g+ r% y; v) d8 V$ k% b
- 8 ]- N" C/ x( F/ `$ o& d
- db = (g) => {//上层绘制
$ f s" r* P3 T4 F - g.setColor(Color.WHITE);: d1 x0 e; m: `
- g.fillRect(0, 0, 400, 400);1 O9 o9 ?, i( t! K' t9 _: c8 w5 h: F
- g.setColor(Color.RED);
# ]# Q( a& X E - g.setFont(font0);
9 A; i2 S# }$ _/ n+ j: S - let str = "晴纱是男娘";
$ _/ |/ ^ Q8 X, O - let ww = 400;0 U3 s+ h* T8 \0 @
- let w = getW(str, font0);9 R8 X" J8 D# R8 R" [
- g.drawString(str, ww / 2 - w / 2, 200);
9 ~& ~+ c0 W+ S. A" ]* X! j8 e7 M - }
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- const mat = new Matrices();
0 E' v+ K2 a9 a2 x4 _ - mat.translate(0, 0.5, 0);, m' Q( W3 p7 }! V. @
9 d8 z: L3 ^3 E$ l- function create(ctx, state, entity) {
8 _4 n3 _2 L$ }+ f% ^ - let info = {
1 J5 E; e1 y/ V( T, m - ctx: ctx,
8 Q" B9 ?$ e* S! V) Y1 Q - isTrain: false,' L4 ~2 l; M8 F. g% s
- matrices: [mat],: e% D8 y% e% h5 C' u# T/ y
- texture: [400, 400]," U+ S, ^, g6 _: y
- model: {2 Y/ G9 f1 p1 a% P( M
- renderType: "light",# K% m, K- c" Z. C4 z* Q; c4 V
- size: [1, 1],
) q6 o$ H: ?5 a3 h4 ^4 s - uvSize: [1, 1]
& u4 J1 M8 V) Y5 k - }
1 D+ U% s) I6 b9 m1 _1 S - }
% a" L, w, t, d, K% _) }( g9 i2 M - let f = new Face(info);2 M7 L% A# ], [2 k! J+ G/ u
- state.f = f;
8 m- s# b# E1 b* v1 h7 Y. z - 4 x+ \0 ?, z9 S! |
- let t = f.texture;
8 h- I) T$ f) `4 [9 S$ T1 I1 Q# F - let g = t.graphics;
' [9 c1 d) D4 _; ] - state.running = true;
; I; a, a' Z4 W; O - let fps = 24;
! V- K( b# S+ z1 j1 U4 ~ - da(g);//绘制底图
t( f2 @% {) ?! p2 \( x+ I# v1 L - t.upload();! z" X" S: R4 R
- let k = 0;! N/ J7 M4 O; l
- let ti = Date.now();- N4 ~+ ~( M/ {) A9 j4 X" h; v
- let rt = 0;
2 R8 z3 N' R r3 N2 @ - smooth = (k, v) => {// 平滑变化
7 G( v7 y! m. i( Q - if (v > k) return k;* i" t. [! f0 t! V b6 W
- if (k < 0) return 0;6 O7 Z# D) r- O; R* f. C6 e; h
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;' F& ~) e1 u- w, Z
- }
$ `9 B" Y' B( H3 T v - run = () => {// 新线程( o" Y8 Z6 x; {6 r4 P
- let id = Thread.currentThread().getId();
V% B5 s) t# Y: i1 n, ~ - print("Thread start:" + id);
, Q/ n8 `6 i" _: h! ^' q7 z g - while (state.running) {( c7 z4 S6 H" d& S5 N
- try {. j5 [9 ^/ _) O K; Y$ j
- k += (Date.now() - ti) / 1000 * 0.2; ~. T2 `& ^( O) {
- ti = Date.now();% F( b9 `, K5 L" K" S s F
- if (k > 1.5) {7 A4 L* i# n7 i* g- m5 }. R
- k = 0;) Y2 A& Q& R6 b( A" S' F) s
- }
* O2 e$ l" M. r - setComp(g, 1);
4 h( }+ u' W6 D - da(g);0 o Q1 ?) _4 Y2 A
- let kk = smooth(1, k);//平滑切换透明度$ \" ? Z- A7 A9 T* T( i9 T
- setComp(g, kk);
5 D7 \" ]( X3 s3 q1 N8 [ - db(g);
$ U0 _6 [9 U9 G* F* p$ O - t.upload();- d/ P& Y# |. L( n( b5 M
- ctx.setDebugInfo("rt" ,Date.now() - ti);
/ ^& S8 z' K. P3 a9 D( j3 B& X - ctx.setDebugInfo("k", k);
" E9 f2 c! j. y6 P - ctx.setDebugInfo("sm", kk);
- d; O. A4 k# A% a - rt = Date.now() - ti;8 k; R( Y" ]$ P
- Thread.sleep(ck(rt - 1000 / fps));' v: U4 f( |% ^- D! M/ x; X* }' E
- ctx.setDebugInfo("error", 0)
/ P5 a) F# U3 {( O+ v7 ?* F' X - } catch (e) {
- ?& D6 `4 h" g8 m# ] - ctx.setDebugInfo("error", e);; U" [ e. p9 |$ q: v
- }
- j) h Z+ C i7 C - }
/ g8 M5 S! |) r/ i - print("Thread end:" + id);# r7 P. c5 K5 Q/ r7 \: e+ l
- }. b0 J. P+ h2 x3 Q3 ^4 Y
- let th = new Thread(run, "qiehuan");( y. @4 f3 \2 L/ J' u1 {: ]) q
- th.start();) b' O# `2 _& ^( G
- }
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% p- J# G2 I* A% v1 l- function render(ctx, state, entity) {* v. N; y5 w! [$ `! X) u
- state.f.tick();- Y8 [. ~2 L6 c/ I1 a
- }0 f+ s6 X! q3 L6 |; p0 u
7 I" H+ p+ O& C" q- function dispose(ctx, state, entity) {7 x5 ~- k0 F' W; Q- c
- print("Dispose");5 Y& W( l% a# ] [7 _, ^1 e2 J
- state.running = false;
) t5 F6 v: m- C1 H% S, y - state.f.close();* }$ `1 ]7 P% X G/ n# [! X
- }- m+ C2 e1 p+ `/ ^/ w0 P
- q$ L4 w/ p. v- |" `( \$ z& y N
- function setComp(g, value) {
: S- r& v& e$ p) W - g.setComposite(AlphaComposite.SrcOver.derive(value));# g0 G$ W1 A% @5 g
- }
复制代码 * U& P, n6 j- Q+ W* x* |2 z
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。& E. @% h: Z; Q4 N0 G
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5 s) _" @0 L: c2 S( ^/ S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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