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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。
; y" }" J5 t" {* w S W% j7 {- importPackage (java.lang);
, l/ o! M2 p; d) u: K - importPackage (java.awt);
2 Q+ ^* }: W3 Q" o# P$ o" g - ! R S% V: H4 i* O9 v9 F- S$ {3 w& o1 k
- include(Resources.id("mtrsteamloco:library/code/face.js"));
/ C" d' c+ q7 j
7 h$ v: V9 L) Z. w) u. D5 |0 p- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
/ ?# a$ f! a2 j) U) J; [
, Y1 {7 w! P% n( n2 s! U% r# K7 K( n4 ]- function getW(str, font) {! ?# X* b6 p/ w
- let frc = Resources.getFontRenderContext();
9 c l1 A% a5 M! I8 z9 n# N - bounds = font.getStringBounds(str, frc);, i0 K8 V2 ^5 ^
- return Math.ceil(bounds.getWidth());" p$ l1 z8 Q M3 L# u' w+ d
- }
( k2 }6 K1 l; g2 r# [ - 9 v& ?3 M1 a' m
- da = (g) => {//底图绘制
6 Z' ^ ~4 `- L' l# D - g.setColor(Color.BLACK);) p* v C% a5 K5 \
- g.fillRect(0, 0, 400, 400);+ f- A) C* L+ |. E7 [ M R
- }: p3 `' r" v9 a% ]& `! o
) Z7 v: d m/ k# d% T3 `' t- db = (g) => {//上层绘制9 m. O. J! m5 p9 F+ F% l% q
- g.setColor(Color.WHITE);8 l; d7 _1 z( w- T9 q; X
- g.fillRect(0, 0, 400, 400);
! v! Y% y! c: S4 t, R. V% U" |% ? - g.setColor(Color.RED);
2 a& Y' ~, l; |# u - g.setFont(font0);- _& d# p4 U: p/ t0 ~
- let str = "晴纱是男娘";
" `0 A: K4 I" A6 D - let ww = 400;, P- P( m) u7 x6 ]
- let w = getW(str, font0);
5 W+ e3 j% ^+ F, t' }5 ^. g - g.drawString(str, ww / 2 - w / 2, 200);
% W" h1 @8 s( g$ R) J( R1 Q - }
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- const mat = new Matrices();
& c4 y4 l% M. F7 X - mat.translate(0, 0.5, 0);
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, Q% P) Y% P. D7 n( o) O- function create(ctx, state, entity) {) f% t3 t6 B- Y5 I8 \5 f: E
- let info = {$ V4 j- L6 |7 H+ L; T1 h
- ctx: ctx,' t/ s+ F' i' |
- isTrain: false,& t7 p% R" ^9 F& K/ l& @
- matrices: [mat],: h3 J3 Y }. }. J0 J. f
- texture: [400, 400],1 a. l7 A8 q* H1 m; q: i" o* Y. u
- model: {0 I! ?. I5 p6 r$ F
- renderType: "light",; o1 N' O' {8 k/ g; e) o) o
- size: [1, 1],+ h/ O) t$ Y/ R7 V
- uvSize: [1, 1]8 `% R# M9 M; E
- }
- S& O. `7 d4 v9 t - }
8 \8 m* p5 I0 n" m - let f = new Face(info);! s2 O Q j4 M
- state.f = f;
& i& S5 @6 K: Z* T$ N - 6 Y. M7 v7 e! `" G- i b
- let t = f.texture;) T! k2 u6 T% ~/ C0 X% O! i! A5 m
- let g = t.graphics;# U/ \) v5 ~; Y: U* f6 P+ I) E l9 p
- state.running = true;0 I; _9 a) L) }3 @8 T
- let fps = 24;3 i4 ^3 K3 [ [8 w
- da(g);//绘制底图& a; n: k6 B5 }- B# `% {
- t.upload();9 f* H [ X2 b- V2 z6 X
- let k = 0;7 B0 k' t, H1 [" u1 s' b' `
- let ti = Date.now();
- S, v% Q+ [- Q3 k' M' `+ r - let rt = 0;
2 x6 h2 P$ J: e5 I8 c: [, K - smooth = (k, v) => {// 平滑变化* V* q1 o; G/ l, \/ S$ _- e; T
- if (v > k) return k;; d' y2 ]' C9 q
- if (k < 0) return 0;
4 t' i4 ^. K5 W% W5 `& j, c - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
. X# W* o/ W' @# q0 o7 N - }) v8 R) X$ C1 w9 Z/ F1 M
- run = () => {// 新线程
8 h8 ]4 f8 Y: E5 ]$ {, N/ W& i - let id = Thread.currentThread().getId();. R$ _" d9 b& b2 \+ M! n: i! X& T
- print("Thread start:" + id);
9 S( P6 m: K; }; s" t/ n - while (state.running) {
/ T) G: z" j" Y# b. S7 j - try {. s$ b" f( B* o D5 r4 e; Y
- k += (Date.now() - ti) / 1000 * 0.2;
/ g- U* i3 |# q/ ?) W$ j - ti = Date.now();( c/ j+ t S( l% Z" V# v3 z3 a
- if (k > 1.5) {
" F: C! u9 f1 C- Q0 j4 W$ G - k = 0;6 v; V+ a! c: H& v. g: L! ^
- }
' v* V5 q9 c& O! K - setComp(g, 1);/ D6 X% n. E3 o6 ] d" J
- da(g);
& b, G' C# ]2 W& ? - let kk = smooth(1, k);//平滑切换透明度7 D3 L/ r0 j* V4 ^/ A( F
- setComp(g, kk);
( P: T. [& ]" x/ g) T - db(g);7 `2 v/ M3 D) `
- t.upload();# x' R, s# H/ o. P
- ctx.setDebugInfo("rt" ,Date.now() - ti); j6 O9 M6 g; Y: R0 p& w9 ?
- ctx.setDebugInfo("k", k);
$ D& ] W+ |; c; u - ctx.setDebugInfo("sm", kk);
5 y' o {, G1 f8 B- P - rt = Date.now() - ti;( c3 K F1 u, C5 i+ u
- Thread.sleep(ck(rt - 1000 / fps));+ e2 C% m4 e* u5 F& P9 {1 n9 z4 w3 s1 I
- ctx.setDebugInfo("error", 0)+ ?, U( I& i/ y
- } catch (e) {0 B2 |# A( Z/ k. V7 i/ M* i
- ctx.setDebugInfo("error", e);
0 [9 b6 \4 a6 T/ c+ s - }
/ V6 S6 R6 ?* G5 E6 ? - }
. t( o+ |" M: G6 _# b' u3 z4 d - print("Thread end:" + id);
# }; f: q( i1 S# \' \ - }- A6 k& z( d5 S2 p% z+ r' j
- let th = new Thread(run, "qiehuan");4 G4 p6 B. B( Q/ c
- th.start();
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- ; r0 w& @, c7 U
- function render(ctx, state, entity) {5 Y6 _8 F }7 h( w5 ^
- state.f.tick();
- @5 ]8 a f; T& C, b% e# @" [ - }: |& u$ K+ A1 ]0 Z1 ]% E6 h
- / y" a& ]7 W- L6 t. ~
- function dispose(ctx, state, entity) {& d3 ~! t/ j# q. D+ V! H
- print("Dispose");
* x, y0 ?- s( n$ | B - state.running = false;
' `* O, P. E- |+ @) Y; v F - state.f.close();
, k5 f9 y0 S$ O% Z - }$ M; y `. A: E- n
" X% I( [. s' ]$ w6 H! w- function setComp(g, value) {/ w i5 A5 n5 v- _: {
- g.setComposite(AlphaComposite.SrcOver.derive(value));) A; g% f; Y9 b! v
- }
复制代码 $ ^4 q }2 \; B
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。3 k2 h& G+ u# z+ f; i
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1 Y, M9 c1 |1 A' [( D* a& M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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