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" P/ `5 M4 c) a# D0 Q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。
# d n$ W! r: Q9 K" G- importPackage (java.lang);; o3 z$ y5 s9 y; y5 o* o
- importPackage (java.awt);7 J H2 R- d' @* W
0 u# r- T1 H- I$ O$ W- include(Resources.id("mtrsteamloco:library/code/face.js"));5 l) m4 {" {' V; X9 s+ o
6 ]( l4 Y- W3 b0 ?* y- \- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);" d/ w# X" T& p- O$ w
7 y9 g$ j4 r! s- function getW(str, font) {- | ^0 C# b: N- ?0 I
- let frc = Resources.getFontRenderContext();3 V! v/ j1 k; P" ]% [6 r
- bounds = font.getStringBounds(str, frc);
! _7 C( C" ~; I: Z4 Z - return Math.ceil(bounds.getWidth());
3 {% \7 w6 s4 o+ q; E% A - }
" e0 i) p: S6 ?6 S - ) l1 [+ ^7 t5 [6 p: w/ G7 D
- da = (g) => {//底图绘制
- v1 J; ~% b: @! z) G- Q4 }" t9 B7 t4 } - g.setColor(Color.BLACK);( \/ G1 z7 U, X6 \, k5 ]: \0 Y6 f# t
- g.fillRect(0, 0, 400, 400);
# { m/ {8 Q) Y& z - }
7 k+ P3 u& F* R- n - 6 K" L% r' a0 [1 \
- db = (g) => {//上层绘制3 R' Q# s- J1 k3 ~6 ~ l$ d
- g.setColor(Color.WHITE);! @4 G( ?( E0 t
- g.fillRect(0, 0, 400, 400);
# E4 q8 y# E; i: o: H& i' e2 H - g.setColor(Color.RED);
$ i, i. @! n% O) v. G - g.setFont(font0);7 X) B8 Z7 E& z+ N \, x1 F
- let str = "晴纱是男娘";
" L9 m% Z( V( A1 r - let ww = 400;
4 d2 }3 m- v: ~; S1 L - let w = getW(str, font0);: X B9 m- d0 g/ h# q6 S
- g.drawString(str, ww / 2 - w / 2, 200);) b7 C* \$ {: u
- }
- b, r! J2 A1 Q
1 k2 R- @' f5 i) H% t! x- const mat = new Matrices();5 |1 B6 N+ P. f5 |! O& C# b
- mat.translate(0, 0.5, 0);
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8 ?! z @; S+ c+ d( D- function create(ctx, state, entity) {! o" }) d% r& Z* `' n' T
- let info = {5 h5 X9 ~- x- x/ ]. p% d# x7 `
- ctx: ctx,8 e. {# i3 H: j3 v' I) r
- isTrain: false,/ j l7 y9 T. @, T
- matrices: [mat],6 _1 F! f3 I" |6 c: [$ ~" b
- texture: [400, 400],
( x. F4 [1 t' ?) r$ b3 l - model: {; N' a; |9 o( O
- renderType: "light",
2 W. O' q- _, M" p9 F$ c - size: [1, 1],
$ \; l5 c" C# y; z - uvSize: [1, 1]
% A/ a% x9 C, @/ A) X: W - }$ B+ p: ~; y$ R. e
- }
( a' }7 H0 ?( U - let f = new Face(info);
5 s) Y7 H! }) N F - state.f = f; f9 v8 S8 [& b3 l) q( V: u% K
4 C0 c# e: D2 o/ d- let t = f.texture;, u2 b1 v4 S* T( U3 O
- let g = t.graphics;3 h% G0 j- a1 z/ T6 F, [ j& i
- state.running = true;
0 j3 Y- u, ^% x C - let fps = 24;' l, h" c2 m3 n: w R$ A
- da(g);//绘制底图* ]0 J5 q* Y+ ^ G7 y: Z
- t.upload();/ U' {8 I* A* s
- let k = 0;
' ^$ F. b# b0 X# h- j9 r - let ti = Date.now();1 [: W L3 ]& r& N- b
- let rt = 0;. x5 m& H4 O3 C0 B; |8 `
- smooth = (k, v) => {// 平滑变化/ l6 x1 ?* \. ?. u
- if (v > k) return k;
$ r/ R* [( y6 `$ V" r - if (k < 0) return 0;
) s; N- [4 `# p; L - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;' ?, c- x$ y+ {- h, y
- }
: w. ~0 e/ n3 N* v6 o" z% e - run = () => {// 新线程' a: s( H" l9 _4 U
- let id = Thread.currentThread().getId();0 Y E3 ~+ h( t1 |; W# C' V
- print("Thread start:" + id);
?% J( ?# _9 _3 |6 `) D: o - while (state.running) {
5 f& w! Q5 L x! z% ` - try {
3 h9 \2 {* o: A0 X - k += (Date.now() - ti) / 1000 * 0.2; y# v* d- F/ {# G
- ti = Date.now();
8 _, ~5 s- p! }6 b V o* k _ - if (k > 1.5) {
/ S: ]' h _& u. { - k = 0;6 }4 k' w- s9 g
- }4 m* }$ `4 |$ [( V" V& }
- setComp(g, 1);
0 g7 @ \2 o& T f6 }; { - da(g);3 M- y$ X; @: ~# g
- let kk = smooth(1, k);//平滑切换透明度
; ^5 L6 J- Y9 D+ ~6 I - setComp(g, kk);
; a& a) _$ W0 n4 R Y5 e - db(g);1 i' f5 \' O( a$ z* O" \
- t.upload();7 ~/ A7 N+ h# p! e1 U& Z
- ctx.setDebugInfo("rt" ,Date.now() - ti);7 e0 v" P) s* u8 E% |% x
- ctx.setDebugInfo("k", k);
* g+ J6 Z2 m v2 p5 y - ctx.setDebugInfo("sm", kk);1 T b9 l. Y' m; O
- rt = Date.now() - ti;) s5 W7 N% i) U. e1 l- I
- Thread.sleep(ck(rt - 1000 / fps));
! y1 |' F/ Y' u/ X7 T - ctx.setDebugInfo("error", 0)
- d: x6 Z7 i/ f- k - } catch (e) {2 ?- P3 d7 r, z+ {# P
- ctx.setDebugInfo("error", e);! f( i. m5 ?& x/ W
- }2 r# c+ L* }' q- F
- }) N- E3 z+ _8 b2 K: R' G3 {
- print("Thread end:" + id);5 o) Y2 `& a' L1 z' r1 j: t
- }: E* L% M a3 [4 D- @8 H
- let th = new Thread(run, "qiehuan");" j w) e" R, s: [
- th.start();0 I: V- \3 y2 W0 i3 y4 `( q7 \& v
- } Z: Y; f8 ?5 ]0 L+ f/ j- b9 d* A& D
0 k& X% J F$ x( |5 `9 V/ v2 M7 @, q- function render(ctx, state, entity) {' b0 Q8 J+ E2 J3 {+ P0 f6 u
- state.f.tick();! w5 F4 ?& o. u$ F& e- ~
- }7 N+ G s: O4 E* o
- 4 i# b! W' t _ k
- function dispose(ctx, state, entity) {( a! U# @" S# v, \2 V* G- T
- print("Dispose");/ n( Q+ q. q/ N$ I+ _
- state.running = false; @* {: F1 G% R' U. J
- state.f.close();* m) T# K8 e7 Y4 }' c5 c
- }
" a7 H& W" g) a1 K- ? - 7 o2 n' U( V9 A. g6 E6 j
- function setComp(g, value) {
4 Q( h7 F1 z6 q! B3 R - g.setComposite(AlphaComposite.SrcOver.derive(value));
: G# X. l9 R( S. @4 k% N W5 D - }
复制代码 ( F: w; _* y, z: P9 m! a5 g
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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8 m/ B# N9 x2 e( P顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)& ^# {9 R3 {# d; o( J" G, @ K
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