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* E7 a6 q$ z2 n9 T8 _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 c# w4 @9 p8 q% s, Y- importPackage (java.lang);
/ w5 G1 \1 y; F' j4 Z - importPackage (java.awt);
0 m( ^8 _# B/ m4 X - 2 x$ V6 ]9 |- y
- include(Resources.id("mtrsteamloco:library/code/face.js"));/ W5 S" Q9 O. Y- c# u, f7 T1 j; n# H
- ; n* y- v/ ?9 m& d- ]4 L
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);7 z' Y! U- F0 a% E
- 5 H: m8 p7 m. j [8 t
- function getW(str, font) {
) P( a8 N5 W- E6 g+ V; R+ t - let frc = Resources.getFontRenderContext();
! f4 s# N% H* E+ w+ Y - bounds = font.getStringBounds(str, frc);( q1 @- v* ~1 l3 Y; t2 ]; ^: H
- return Math.ceil(bounds.getWidth());) Z# D6 A( m: ?* g) x! T
- }
4 D$ m* q; l' d7 E5 o6 y3 K5 \ - 7 ~! z7 j- X" H6 \: L2 E
- da = (g) => {//底图绘制; c( I' z4 ]5 e( Q* t
- g.setColor(Color.BLACK);- N5 M' B n$ A }; T/ X
- g.fillRect(0, 0, 400, 400);
8 ]0 K7 D1 }" q$ p, L - }5 ?( ]4 I+ {0 _$ d. \, g6 r5 m1 Z
- ! n: X: n7 I/ f9 X
- db = (g) => {//上层绘制
- |" r) w6 L! Q; _ - g.setColor(Color.WHITE);; B9 ~7 G: X% ? Y
- g.fillRect(0, 0, 400, 400);" C+ K3 K' t* C- d }
- g.setColor(Color.RED);3 W8 g! w; M4 K% S6 p3 _/ u8 d
- g.setFont(font0);
4 N: r3 v9 O) o5 S( ~; U - let str = "晴纱是男娘";
2 E9 r2 v, E7 S2 ?7 j8 K - let ww = 400;+ ?( `4 |$ T. H6 v2 n4 P
- let w = getW(str, font0);
0 V+ x5 T# y4 K. F" B( u - g.drawString(str, ww / 2 - w / 2, 200);4 t3 @$ g* L. K- h3 }* b, H6 O
- }
1 c3 |& @0 G' a, g; u- r; H
4 i- ~) K$ C# u" J, D0 I- const mat = new Matrices();
G3 S8 A$ J$ w# J$ Y; k! B - mat.translate(0, 0.5, 0);# P0 d+ B9 p( h- r8 [& K
& L1 r. w& y d- function create(ctx, state, entity) {
6 M) {1 q- A" k4 c. N4 Z' r( X - let info = {
3 |7 T9 ] s+ q0 f2 @% Q! ~! C - ctx: ctx,
! D( j8 d0 c, g' a# @ w1 X. F - isTrain: false,+ `8 R! V$ L$ }# i3 M
- matrices: [mat],/ H" b. q" Z! p
- texture: [400, 400],. q7 U k3 W8 K: V
- model: {
: M6 {1 x5 g& u+ G, M0 E - renderType: "light",( | K0 V& l! O, T
- size: [1, 1],
) C! n( K$ c6 u; u/ ^; I8 J$ e - uvSize: [1, 1]
* O" t j. f9 b% m - }* J9 j8 ~% n. ~* @
- }0 {* {4 e, L! R! \- O, R
- let f = new Face(info);1 u! [0 j8 ]1 t
- state.f = f;4 H8 m& M. B L1 V
- + G( {9 w0 U6 U
- let t = f.texture;
% l6 i F( `' }3 @ - let g = t.graphics;, C3 Z. W+ ^, `; e: o
- state.running = true;" `" Y7 V T5 O6 n2 T$ I. c
- let fps = 24;2 L" s& E3 y0 n: r6 u) d2 B" ^
- da(g);//绘制底图
9 p: o+ q9 u1 m9 [ - t.upload();! F( j# t+ v0 R z
- let k = 0;
& z q5 \' G' l+ C9 [ - let ti = Date.now();! J0 j F+ g* n: `
- let rt = 0;
8 R9 s6 e3 H; M7 M" u - smooth = (k, v) => {// 平滑变化2 c7 }: ]5 `" d7 A& }/ H- P0 V7 O: b
- if (v > k) return k;
; i5 \: k+ w9 s. f1 q( L9 n - if (k < 0) return 0; @% S0 j" D+ Y3 ~; T
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
, C5 D3 `2 A' z" [' Z% j - }; V; f4 Y4 y' c& W2 O, \
- run = () => {// 新线程# `. o/ U' D; {; X2 X0 _
- let id = Thread.currentThread().getId();8 K1 t- B! F$ {. a9 D
- print("Thread start:" + id);: p2 o1 j3 q# j6 w/ n
- while (state.running) {
9 V3 R W- x4 G' d ~& Y+ y - try {
, z# e5 e2 v! z% } - k += (Date.now() - ti) / 1000 * 0.2;+ \1 J* ?% ^/ r1 O! O: a# h! \9 z$ H: j
- ti = Date.now();1 b' X4 S9 X8 ^% ~& Z" Y6 O1 p
- if (k > 1.5) {
" J0 y. K( L1 u7 n' w) \- d - k = 0;! T( {: G( f1 l" p- i
- }4 r: f0 Y! \- L* b& d4 @7 i
- setComp(g, 1);
4 c: N4 Z* B9 L2 ^ - da(g);7 \# Q' C, M2 ^0 d
- let kk = smooth(1, k);//平滑切换透明度0 S" _/ F& W0 m* L5 m
- setComp(g, kk);
. m0 \1 V& d1 N. c% M* V - db(g);2 L2 o2 W2 ]' x% T
- t.upload();
; W: [" o# P2 C2 w& D - ctx.setDebugInfo("rt" ,Date.now() - ti);
; W; @# h! y2 ]; w J+ y4 [. p! S5 s - ctx.setDebugInfo("k", k);
7 C$ a l0 j: E/ h+ X - ctx.setDebugInfo("sm", kk);9 @. e _% W; q6 A' ~& N! C1 W/ K
- rt = Date.now() - ti;
' G* p( u/ s6 ]: @& c7 `6 d - Thread.sleep(ck(rt - 1000 / fps));
9 ?" I F: d) Z, s6 { - ctx.setDebugInfo("error", 0)& ~9 \. z9 n5 k; m/ ]) A
- } catch (e) {2 J9 p% A# H6 ~/ d6 s- w5 b7 ]
- ctx.setDebugInfo("error", e);
. Y1 J; `1 V) s u - }
6 K T( N* K7 b" p, [/ G6 l - }
; q8 Z( Z. R8 f$ N; g3 r" i - print("Thread end:" + id);
3 C8 P9 c0 Y9 F3 B - }
, M, J- ? w5 b - let th = new Thread(run, "qiehuan");
! b" U4 D: ` O - th.start();
# k+ Q/ {" h( L6 g# |$ C. X+ ` - }
* x2 F9 L2 ?! l8 ]' p# T C
' F6 r& q" y! i, J6 U% E- function render(ctx, state, entity) {6 u* q. t( f' D* j; S( H5 m
- state.f.tick();
+ z8 S7 ~* h! d3 R8 t' G' a - }$ P p# T; l! b/ ]; _9 `
2 t, I" g2 {* _4 @* i5 |& v- function dispose(ctx, state, entity) {) }: e# z9 b2 z2 w( ]
- print("Dispose");
5 k1 T6 M9 f& g; g* j - state.running = false;
4 X: o0 Z/ X2 ] - state.f.close();1 k& `2 P& [' K1 ?
- }8 i5 B1 g( v6 X
4 f/ b7 u. X7 O9 S' p- function setComp(g, value) {
; c4 Y4 z: s- ^+ n - g.setComposite(AlphaComposite.SrcOver.derive(value));2 s' O2 r1 ?9 R0 {& \( V
- }
复制代码 8 S9 D2 G" h. m J) q0 J# y% 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。
* { }! z; H7 D$ |; c+ s! i9 H9 G" T
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顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)- N/ ?5 Z( y& r% q- Y# E
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