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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。! F5 y: A3 |# `8 p: H. j
- importPackage (java.lang);
5 ~/ w; f- p6 ~0 U - importPackage (java.awt);% ^3 {& X7 q% F1 O3 C5 q8 e
- ! K$ ]7 [4 g( P& |6 B
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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2 k; {1 C. {4 p- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 L/ V$ k0 f: c8 h2 e. A
2 J& J& n' m- w4 S* w- function getW(str, font) {5 y% T" o$ d/ J8 \9 o8 @
- let frc = Resources.getFontRenderContext();
) {1 M5 I ]5 d [1 `; L - bounds = font.getStringBounds(str, frc);
9 p2 ~9 T* l$ t$ L+ s - return Math.ceil(bounds.getWidth());1 w# P& ]8 i* c; e z# l
- }
; o: W: I7 Q* A - - m" ?' H, K% i+ v2 H) l/ d w
- da = (g) => {//底图绘制3 ]0 W1 x2 X$ Y& `
- g.setColor(Color.BLACK);) @# Y4 d; a- J1 u3 |: c6 B
- g.fillRect(0, 0, 400, 400);
) o- L' V; J p) n" B% w; C" B! c - }
" p3 T% y1 `. E, Q) _ - 2 B, ]& l2 q+ n* E" B5 {2 s& j
- db = (g) => {//上层绘制
O3 @. M7 N0 O5 S6 p: M7 } - g.setColor(Color.WHITE);) g. V; Y! u) ~" N" O
- g.fillRect(0, 0, 400, 400);
' r) E; X8 m& Y; v Q7 m - g.setColor(Color.RED);7 o1 X% \' ^6 ^. G
- g.setFont(font0);
: g7 v- d7 ], e3 Z% V - let str = "晴纱是男娘";
% o( w7 d- y e - let ww = 400;
0 m* D( W8 T3 ^ \$ V1 [ - let w = getW(str, font0);
9 V0 o( t @6 Y, _: e- S - g.drawString(str, ww / 2 - w / 2, 200);1 O) P! [, V% s6 \$ _/ |- ?% F
- } y) c% ]6 d2 J& P3 a3 S. d
! J* I" x8 r9 I# R& B, m# {7 c- const mat = new Matrices();: p: B& q5 H9 |1 v: d& W7 @. K
- mat.translate(0, 0.5, 0);
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2 [6 h" c. i! L. t8 |- function create(ctx, state, entity) {
' ?& E- |. I9 y - let info = {
5 @" ?( Y3 f8 }9 t! W' p4 V3 E - ctx: ctx,* n2 }" ~/ n2 r" t
- isTrain: false,) w5 A' k) z: ?) V
- matrices: [mat],
2 ]5 }2 z; B! K: `: ?# N - texture: [400, 400],2 r* Z, Q7 I: Q0 _
- model: {
6 ?& J9 B p/ s2 N @! W$ o- v - renderType: "light",
$ D# N. u; d0 }$ K( Q' H/ m5 n4 t - size: [1, 1],
/ `3 u8 d1 }1 ? - uvSize: [1, 1]
: O9 \# J- L6 i+ i - }
& M/ F4 {( e; D - }) m" g# {, Q+ ^# D2 Q8 h! i
- let f = new Face(info);+ J4 C' K3 G( t
- state.f = f; G* S4 v5 k3 L; ]' w
+ s, [* d' n: N3 b7 r, ~- let t = f.texture;3 `- d' F# _3 ^8 l, v5 j
- let g = t.graphics;' @2 q! m5 U- @* V* n5 g# R
- state.running = true;
. B! ]+ _4 b% b2 A2 E+ k% { - let fps = 24;9 X5 Z' D; y6 m2 o5 h, {( B: T) p
- da(g);//绘制底图& {6 O# z/ v: r) o( B7 o
- t.upload(); i8 ^' }; i1 u
- let k = 0;$ q. K4 s7 Z5 ^) j# A" [. K
- let ti = Date.now();
0 L: i; _6 S9 k+ c - let rt = 0;) ] m- p) ~2 ^" S1 e- v9 R
- smooth = (k, v) => {// 平滑变化- Y, z2 j# H v
- if (v > k) return k;( a: n9 ^2 r2 |- w
- if (k < 0) return 0;
, G0 s" g/ S% a4 Z9 _ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;/ c' t. E" r1 ]9 y2 a# b `% J
- }
* u* K2 |0 m3 M" v4 y8 D - run = () => {// 新线程
' S( S! `3 A' |% H- M2 K - let id = Thread.currentThread().getId();
! ^6 \" a8 B7 e - print("Thread start:" + id);
0 s5 u$ S' |' Q( {2 Z2 a - while (state.running) {
) T0 K4 s/ h6 ?% F - try {
' l- \3 E2 q9 C# g0 x - k += (Date.now() - ti) / 1000 * 0.2;
5 f& f# l" z5 N* H! G - ti = Date.now();/ h' O' B. L9 H* i" N
- if (k > 1.5) {
, O/ n, b* h9 t; j7 a! T* B - k = 0;
6 u' a- @7 D3 X - }
# \7 h7 }, [) O$ _: l! ?& } - setComp(g, 1);
" O5 {1 ?: W& G7 |" x - da(g);
( ^6 X: w# B2 c. P; J- x: N - let kk = smooth(1, k);//平滑切换透明度
& X. j- R0 Y x; h1 d - setComp(g, kk);9 A( y3 `( } s. M0 i, J
- db(g);5 L% x5 r3 q6 ^$ i
- t.upload();4 I% [" ?- n; f# M( a! p: g
- ctx.setDebugInfo("rt" ,Date.now() - ti);5 E6 t" G, ? I. }
- ctx.setDebugInfo("k", k);' H+ s: A: X% _2 P" C6 Y5 |( \( T
- ctx.setDebugInfo("sm", kk);2 X* |2 p* b6 S# G$ k4 l. { f! o
- rt = Date.now() - ti;; A* V. z9 Y9 J+ \+ }
- Thread.sleep(ck(rt - 1000 / fps));1 K. L$ U9 ~" u8 v" M) U
- ctx.setDebugInfo("error", 0)
# X/ x$ [) I/ e5 J$ ]$ I8 N - } catch (e) {
) |8 o! ]$ J5 G1 K4 M - ctx.setDebugInfo("error", e);( [4 Q% |# o6 F# K
- }* Y# ^/ Y, ^5 G# ~' y9 d7 n$ g
- }
0 m& w- I, _: l! B5 `' T7 g* d1 J$ c - print("Thread end:" + id);9 h! B/ n2 P% o7 V- w+ f" Y
- }- A5 n) B4 Q1 ^) |+ a
- let th = new Thread(run, "qiehuan");5 d8 j) ?3 o, J7 K/ j) m
- th.start();3 Z+ l% h7 T3 w. J- A) v) B8 Y
- }
% Q6 S u5 J/ s
, Q: v$ ^, y0 [0 w) a9 H% Y* w: e- function render(ctx, state, entity) {
4 v5 C, r: S1 O9 ~0 t: F# S - state.f.tick();
, B& q$ \/ q+ ~8 |( o - }/ }( ]. i1 z: s m; r3 Q
- / _( D* P5 }6 t7 `$ T% a
- function dispose(ctx, state, entity) {
0 O# ^1 I- Z0 B! e& V - print("Dispose");
" j. h; ?( f/ `: [; q1 n% x - state.running = false;
2 P! ]8 b, z* g& D; r8 z H - state.f.close();
' N: T: J8 }1 X1 ]: ] - }
0 @/ N) Z0 l" @7 S, A - 4 B* b. w& _ i( Z/ |4 [# o
- function setComp(g, value) {
. [' ~: u+ W' o% l8 z- J - g.setComposite(AlphaComposite.SrcOver.derive(value));4 X( i5 Z4 u& \3 l% {) a i
- }
复制代码
: f1 i8 v. ?# e& u! K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/ ?/ h3 Y& p- p$ Y顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)$ h* L% G: s* Q- t1 h
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