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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。
9 N' K5 S' Z& D- importPackage (java.lang); T" G9 ^5 {' u" w( N: x
- importPackage (java.awt);3 I9 f3 x% t( g
- 3 w' D! Q' q5 }& ^0 |; D- d( i
- include(Resources.id("mtrsteamloco:library/code/face.js"));
6 g# R, \( }+ P6 C. D J3 V
2 E. _6 [5 u$ ^* `; e6 R2 K: b* `- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);# N* i5 D& m2 I& R( G
- 6 s" X1 u$ ~' X- |3 B
- function getW(str, font) {" X, J2 ]; `6 |! Z7 R
- let frc = Resources.getFontRenderContext();1 p5 ?, O# f6 t" U6 h+ G* L
- bounds = font.getStringBounds(str, frc);
6 k& ]& F& H2 c! |3 W) ^$ ?' u) K - return Math.ceil(bounds.getWidth());
5 C& d/ L/ G$ ]4 S% a( B - }2 E+ K( I6 I" e; h
" V1 j j6 [0 L- da = (g) => {//底图绘制
9 v. J! r* q7 |5 f3 O - g.setColor(Color.BLACK);
5 l# s, i$ B; U1 m2 c - g.fillRect(0, 0, 400, 400);' ~6 T* c+ {" N& D0 p9 I! i
- }$ E6 Y) k, P1 g$ N/ z( x
1 O1 ^7 P; q6 y- db = (g) => {//上层绘制
0 D& R6 ^9 k% g/ T# Q( \/ W+ u, Y - g.setColor(Color.WHITE);
. n. }" w/ t- F) _! w: ~1 _" H - g.fillRect(0, 0, 400, 400);( J0 [2 A! z' a( n% ^7 c
- g.setColor(Color.RED);* p+ n7 o0 q' p2 v) s. S
- g.setFont(font0);$ v; b3 e8 j5 I3 |3 ?
- let str = "晴纱是男娘";
3 y' V) K9 w: |6 ] - let ww = 400;
x7 Z0 C0 _* l4 Q: r! B7 ^6 i& x - let w = getW(str, font0);6 q; @5 j _ F4 Y' x6 r# T
- g.drawString(str, ww / 2 - w / 2, 200);
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3 ]4 s* u r& e t; p" h6 X- const mat = new Matrices();5 B" X2 B# W* K. C! D* H( U
- mat.translate(0, 0.5, 0);# N5 V! d, S9 G8 o
+ Z$ U$ u3 O# Y- function create(ctx, state, entity) {* i! K/ G# _+ ?. T# Y
- let info = {" g, A4 K# F8 v( h
- ctx: ctx,; e% D* t! V. |- K
- isTrain: false,
& |# Y( X. X% f9 M' S$ Y) q, g - matrices: [mat],& O: M/ }8 D- M
- texture: [400, 400],
. z8 k! Q! Z/ E5 [0 E3 O3 i$ E - model: {
" U) R% Z7 Z6 v0 b4 y3 E - renderType: "light",
* ^! o9 s2 N7 u' |- h1 j2 A - size: [1, 1],0 @9 I, ?4 v+ f# P
- uvSize: [1, 1]
' X# l9 d1 L% }1 X5 n. Y. H - }. f' f; D* z( a. h/ t1 W0 A4 J
- }
' I- L% [/ j; D# J - let f = new Face(info);
6 o& G8 x# _; Z2 Q - state.f = f;. o! L$ `! s: d
- 3 g* t5 v( S% R' {. R7 ]
- let t = f.texture;
. |( _6 i! h3 R! r - let g = t.graphics;
) V- m7 c* _* h: u% ? - state.running = true;/ n- V! Y) Q, H( U2 f
- let fps = 24;
8 j E. _7 [* j( N) ` - da(g);//绘制底图
4 U' u2 K* m9 q$ |$ N3 f) A, }* S - t.upload();/ B G# u3 K1 R5 }1 Z
- let k = 0;
2 r5 |( ~! J: O; ^2 F9 u& \6 E! I - let ti = Date.now();
# u& A8 T, G3 m. H - let rt = 0;
# r* f( o l2 F4 @ }8 A - smooth = (k, v) => {// 平滑变化 I4 t4 }# [, e( B( {
- if (v > k) return k;
" p& d$ R. ~- D! u4 X5 s+ S; O. ` - if (k < 0) return 0;; j) n- d6 w. T$ Z6 v+ L
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;( k: p4 d* t! s* U p4 m
- }
+ m |2 k/ U/ u' \ - run = () => {// 新线程$ y8 R/ B5 b2 \; R0 C# n( Y/ k
- let id = Thread.currentThread().getId();. R" O z+ i6 C& ?" c* ?0 W1 {0 p% N3 d
- print("Thread start:" + id);
9 s$ ^% D3 [6 W5 W8 P0 |9 m: b# H - while (state.running) {; w6 W+ J* ]: C
- try {
- ^2 r! g; c$ x6 c' y: V; N7 u - k += (Date.now() - ti) / 1000 * 0.2;3 q0 _0 B0 z6 }" I# h- W' M
- ti = Date.now();
) l" V$ g1 \/ t - if (k > 1.5) {& P+ [6 U! q; w$ S5 J9 w3 D
- k = 0;7 \' G, V# H1 Y* I. q
- }' |8 `* c; i& [! f$ @+ i& b# G+ u% a
- setComp(g, 1);- c; f5 f/ I( v7 `6 L) h* j h8 W9 g- b
- da(g);* S% k- Y# w5 C& T B+ `; t
- let kk = smooth(1, k);//平滑切换透明度
" M8 i% Z% S( p9 @' C4 }* b - setComp(g, kk);
: D4 W7 p. U7 o. s" z. A2 Z( I, t - db(g);# x8 R7 N* ]; l0 x, G
- t.upload();; I( l) x7 J/ S4 l/ c: }5 h; j
- ctx.setDebugInfo("rt" ,Date.now() - ti);( v" ?8 E5 p- @4 B3 q" d# [
- ctx.setDebugInfo("k", k);
. i4 e1 w5 L% r) ]6 u- j! P9 i5 s, p! C - ctx.setDebugInfo("sm", kk);
4 S2 G9 S* e) `8 n# C2 _0 i - rt = Date.now() - ti;
" g- s! K# F& G8 u% V# t - Thread.sleep(ck(rt - 1000 / fps));" H8 L- K/ R4 g* \. C
- ctx.setDebugInfo("error", 0)( c% t5 ]8 T X! n; j0 u
- } catch (e) {
4 W/ h4 e R S6 u - ctx.setDebugInfo("error", e);
$ l6 R. O3 E% E# r - }3 J# _6 @6 K. n3 @
- }* g( R3 d2 r& Y0 M2 B1 D
- print("Thread end:" + id);3 _! A5 h) S7 Y0 D3 q
- }5 d% R' M# r0 G A+ X8 \
- let th = new Thread(run, "qiehuan");% G0 n" j9 q7 V1 J& N4 R
- th.start();/ b5 ? t+ ?, d+ e
- }8 S. { g# B j9 ^% W7 q
- $ e/ y Y/ h/ ?* }, b/ ~
- function render(ctx, state, entity) {* l W0 y2 v2 ?( N( K
- state.f.tick();$ p% S% D# Y( E# M5 `
- }
' ^/ w/ e: o0 y
- u! T2 a# U& ]8 a9 b- function dispose(ctx, state, entity) {
# E: T3 x! Z( V% b9 o - print("Dispose");3 ^8 m- v# r6 I
- state.running = false;
$ y: ]0 Q7 X" A* A4 L( U+ W - state.f.close();
* g5 Y. ?, u f* p1 L$ f - }; r5 u4 \# q8 z- t! {" W* g
- 7 S6 s6 k. c) A1 H( T' [1 t
- function setComp(g, value) {8 Q4 \; B8 z: t3 }$ x
- g.setComposite(AlphaComposite.SrcOver.derive(value));+ [" \( m/ E' C) W
- }
复制代码 # U+ w$ g& r }, {9 h4 h) o
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。, J( z5 |" p: f% u4 l
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: _) a' j8 @7 f9 D6 o. ]) 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)2 l, ?. I' f9 L9 T
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