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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。$ Q0 q8 B$ x6 m, X/ p
- importPackage (java.lang);
+ q% D: x! }8 l3 }' m5 Y Y - importPackage (java.awt);
; ]5 ]/ V4 t, [# V1 K) J2 i - 0 C( B2 a( `! c/ r+ n* f
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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! @8 O. i8 b' c, f" i- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);/ U. X7 D7 B; o/ s$ c1 d, _
- n; h6 I- i3 S9 J- function getW(str, font) {0 o g1 z, V, N+ Y9 g; X6 M. M
- let frc = Resources.getFontRenderContext();; p( I0 m2 R J0 K$ S0 V
- bounds = font.getStringBounds(str, frc);
; q g1 `8 D$ B/ N3 s" c - return Math.ceil(bounds.getWidth());
3 @+ ] O% f0 \% w( s - }
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* M! g- G9 p0 A" W- da = (g) => {//底图绘制8 U( a& |0 n2 ?: q
- g.setColor(Color.BLACK);
& G4 c2 O0 c1 L: X9 P. i$ n- B - g.fillRect(0, 0, 400, 400);
8 F; \( X& |# C - }
, g- b _8 q' _/ J7 Z/ z; `9 D - # L/ `: D6 g" R! ?8 m& Q1 R1 g
- db = (g) => {//上层绘制$ w2 D) r( ^& S( x4 k( P
- g.setColor(Color.WHITE);
v3 f, [5 {" }3 I4 J - g.fillRect(0, 0, 400, 400);% v" E3 U# H' f4 ~5 W, n
- g.setColor(Color.RED);
! a% ]8 t2 U; v; j- b7 O* ]4 h - g.setFont(font0);& r7 b9 c3 l1 A. @: u
- let str = "晴纱是男娘";0 L+ ]. m/ Y: i4 d$ H& A
- let ww = 400;& ]5 M0 x2 o4 H8 g7 @( p8 I
- let w = getW(str, font0);
4 P/ t' ^6 i- y( j( p7 f - g.drawString(str, ww / 2 - w / 2, 200);
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7 }" h- i8 E Q' K# q4 U1 N- const mat = new Matrices();
\* d. M, |) g9 g$ e; ~ - mat.translate(0, 0.5, 0);4 {- g0 ~, T. `& n
' Q9 |5 b$ ~- N( N O+ q4 ^: s- function create(ctx, state, entity) {
% C8 }3 Y, V, L" r3 Q4 R' C( K4 k - let info = {
1 j4 d: Z4 a4 i; d; F5 Q$ X - ctx: ctx,; `3 `4 ]# n1 G8 K+ M+ X# W1 D
- isTrain: false,4 ] o1 d2 @" C
- matrices: [mat],
% {/ R/ d7 B# I- y/ p- E( H0 a/ Y - texture: [400, 400],
6 Z8 }, ^9 P/ O7 d4 S, ~ - model: {) |1 z/ L' R0 k( t# A
- renderType: "light",% ~' N4 C/ z+ R1 E6 @$ L' |: T
- size: [1, 1],
. B( t0 Q! M3 J. z8 c - uvSize: [1, 1]
0 S+ d0 j( Z! P% f - }
6 _3 f6 H3 ?6 Y1 k. x% A - }
" |2 ~# J+ u- G' K$ d - let f = new Face(info);
: J! U( l1 P/ q1 S9 v$ A - state.f = f;6 J9 A3 v9 G, j; i
- _3 Y, U }$ F) u3 ?2 b6 G- let t = f.texture;3 E0 c F" G! }# R3 x9 Y
- let g = t.graphics;% f% w5 g% T7 W: W3 D% c, L
- state.running = true;
# a0 `- A) n+ Y2 r6 F- K - let fps = 24;
* e0 n5 P9 @" k2 p - da(g);//绘制底图2 B( V" y1 B: l* k w
- t.upload();
V% G9 p% N0 f* c4 Y - let k = 0;/ l% S' e2 A2 h t! g: N, I8 _6 V
- let ti = Date.now();
! t4 P6 q/ L9 [. Q - let rt = 0;
$ v7 o- }2 L) L B5 {; ^ X - smooth = (k, v) => {// 平滑变化2 `5 H7 V1 w& ^/ J
- if (v > k) return k;& {6 x0 a& D# j( j, D1 z% h3 p4 m5 T
- if (k < 0) return 0;
- z8 x0 O7 d5 [3 b7 Y - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
9 H5 _- J# w$ l1 R( e2 } - }3 I* V Y9 F3 K9 C4 K, x
- run = () => {// 新线程
" }, e9 H1 Z( s, Y. B - let id = Thread.currentThread().getId();% J! Y5 D* l4 ~& e
- print("Thread start:" + id);0 J; _& `! v8 f
- while (state.running) {
5 I+ c9 T6 y7 L7 {- I. g" m - try {
4 e# T( g1 I' q9 k" q - k += (Date.now() - ti) / 1000 * 0.2;
* e. y* v( k( t: J% x2 R8 s! o3 u - ti = Date.now();8 D8 l6 C0 Y' {+ V! R
- if (k > 1.5) {
5 ^3 g# d+ f' Q. o& e - k = 0;% H+ z' Y( y$ l% c9 H
- }
N) [$ E% k( [ - setComp(g, 1);
% Z- w3 y2 S8 k% ^# n - da(g);
' X" U- R7 A6 Y - let kk = smooth(1, k);//平滑切换透明度; \2 k8 j9 C% q# Z' p1 \
- setComp(g, kk);
+ A( l/ w! S- t4 q2 ^ - db(g);
( Q$ w2 r) I( e8 z/ k; A9 G5 e4 @0 M - t.upload();1 L6 h" r3 K) s1 w: T+ H
- ctx.setDebugInfo("rt" ,Date.now() - ti);& r& B0 Y- i* E+ K
- ctx.setDebugInfo("k", k);
* q! \7 a6 F/ L" S6 `5 r - ctx.setDebugInfo("sm", kk);. ^- _4 q0 g. E* Z# X
- rt = Date.now() - ti;# P# X9 S7 q3 M% X& I8 @
- Thread.sleep(ck(rt - 1000 / fps));6 {/ ^8 N. {! i2 t' q
- ctx.setDebugInfo("error", 0)1 [4 `; }+ D$ D) }5 Y0 N9 k0 d
- } catch (e) {" P6 J: q7 q% t3 @
- ctx.setDebugInfo("error", e);
0 ~$ W7 L0 U4 w$ R4 E - }
% E6 }' i3 W4 Y" v% D$ X" j; N - }4 o p) h8 Q7 E2 R9 p
- print("Thread end:" + id);
+ e8 i# G' ~/ N - }4 e$ z3 p( {6 m* p& W
- let th = new Thread(run, "qiehuan");
- a4 M/ ?& Y( o$ y* u+ H1 v6 G - th.start();
; A T, {3 p/ g - }
; m* E& a; l: c9 u! X# y8 b
5 P3 B. b# X1 G0 t4 z9 [4 X1 k# J- function render(ctx, state, entity) {
4 K/ g/ q5 k$ n6 V! w v" D - state.f.tick();: ?% ~* g0 @% }) n5 k
- }
# W k+ F% l1 o8 `: l - ' [( T. Z: r; I( y/ I7 K
- function dispose(ctx, state, entity) {
/ r" H6 f" ~; `0 w& @4 E - print("Dispose");
* V* ^0 Y m! N- g( I/ r - state.running = false;6 z4 a. F+ m3 `3 ~1 l$ ~
- state.f.close();- c" N8 [& M; e
- } W( N* w3 K& K! @! [2 b
- ( h- K5 h: c$ p( v
- function setComp(g, value) {0 v; R3 N4 k- `4 N4 \4 d# h( \
- g.setComposite(AlphaComposite.SrcOver.derive(value));
3 S/ b8 g& R1 n+ ?8 }2 [: U4 X' i - }
复制代码 - _8 g7 L7 i6 P" H, K. E; @/ D
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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( a% L7 h+ g 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)$ l: r/ P# l2 }) G
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