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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。
. C' w( a% _" I O$ | J4 q3 T- importPackage (java.lang);4 g: R7 _& _/ O9 n7 e% {
- importPackage (java.awt);
* E! e5 Q7 m5 Y6 [3 J+ L* b b
! b! l) F" X: k1 G" s& i- include(Resources.id("mtrsteamloco:library/code/face.js"));9 |. B ]7 I: x, ^: u& U( W; W
0 W6 m8 k; U5 O& h! u. u/ j- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);2 }8 H* ]$ B$ K* r+ \) o7 P' R% Y
! d0 k' R5 B, Y+ M- function getW(str, font) {
" a) h5 s7 h7 q% f$ p9 l3 ^; i - let frc = Resources.getFontRenderContext();& H: N d* z) ]" Q$ n2 c% b3 d
- bounds = font.getStringBounds(str, frc);
- }7 S, z# R% P5 U0 G( @ - return Math.ceil(bounds.getWidth());
. A2 x3 d' Q3 B0 o$ q' F) P' }6 H& g - }! I% d' y( x" ?0 M* J- ?
- # t0 X6 W4 I7 B! r
- da = (g) => {//底图绘制& F! k4 y6 D2 M
- g.setColor(Color.BLACK);
% Y9 Q, J8 c2 r8 c9 a/ q% L - g.fillRect(0, 0, 400, 400);
2 z3 F: O5 @( t* N/ H* ~$ A Q - }
9 H+ s. M: {! J" i* ~ - ; [: f: E% N1 Y7 I$ T
- db = (g) => {//上层绘制0 Q3 {5 k2 ^8 D6 h9 y& l3 D- N' M& b" ^
- g.setColor(Color.WHITE);5 D; Q0 F8 m5 R8 P
- g.fillRect(0, 0, 400, 400);
( h! A6 o( i: e - g.setColor(Color.RED);
# s2 z9 H3 A- n% _, {5 ~3 X; [- _# y - g.setFont(font0);" B/ F9 i- h) o/ f3 f! @
- let str = "晴纱是男娘";1 O- m1 j0 _( }) U: ~; L
- let ww = 400;9 j3 u' ^5 ?: A5 L
- let w = getW(str, font0);
! _/ j3 K& o- Z* T - g.drawString(str, ww / 2 - w / 2, 200);
/ V9 T9 T$ T0 C - }
% g9 ^# a" a# p) y P, L- @ - ) \; @8 x3 T1 k
- const mat = new Matrices();: R; N* i! { b
- mat.translate(0, 0.5, 0);* M& @' A' h! ~5 j
! H9 d& z! r: L. c* D- function create(ctx, state, entity) {
% b5 R9 y. Q, I8 l ~ - let info = {
4 {: u6 F, f8 J4 g - ctx: ctx,9 N% o+ S* ^. L: Z+ m8 ^
- isTrain: false,) {5 G2 T2 L1 j9 X! T! |4 w; G
- matrices: [mat],3 I5 g- O6 _2 \" u1 u! W
- texture: [400, 400],+ p1 ^$ c9 |& {
- model: {
9 \8 }# v' G0 H( D1 {- ` - renderType: "light",
) n" `! N: r, u; L# `+ o - size: [1, 1],! v2 a: \2 |2 e" R5 o7 D
- uvSize: [1, 1]7 j# ]% f' } b: t3 n
- }" i! `: p3 H5 T$ m. K4 @- b: N
- }
7 g" y0 {7 D9 t2 s w" I - let f = new Face(info);
% g9 n n [# q/ S4 P: U8 ] - state.f = f;
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- let t = f.texture;7 v' J2 P. U: ^# e; c
- let g = t.graphics;5 a5 c# i! L; m* z& M" P: s6 s
- state.running = true;
) M; B1 Z, C) j* E8 E - let fps = 24;( q, e2 N3 ?9 V/ \" \* m6 K) c$ k
- da(g);//绘制底图
6 g* i+ w1 S/ w9 Y6 f3 E' b - t.upload();& g# S) Y& k$ X& Y. w# x6 [
- let k = 0;
/ q0 ~, C0 Y& ]# S, _) V - let ti = Date.now();; G4 Z* O# o _; W8 {7 x4 Z! k
- let rt = 0; M0 }: j5 U* u
- smooth = (k, v) => {// 平滑变化
1 |9 n( k7 s- L/ ~ - if (v > k) return k;; X+ B/ v( l, }7 v7 Z
- if (k < 0) return 0;0 G) ]- d9 ]9 R Z6 S5 V# t
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
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- run = () => {// 新线程
7 _ \* x2 F3 c6 } - let id = Thread.currentThread().getId();
5 M0 s4 b( P& Z2 `7 V - print("Thread start:" + id);
9 a/ a5 P/ L3 G/ B/ [& C - while (state.running) {
3 z. H. T, W ]' E: ~ - try {/ i3 R" [2 m- i8 b7 }
- k += (Date.now() - ti) / 1000 * 0.2;
9 S5 {6 m7 d3 x: c" O. r8 l4 s- h+ C - ti = Date.now();
B- C# d5 z& x+ V - if (k > 1.5) {
$ I% \4 {) F/ j" o( }% s# C/ j - k = 0;' f- t6 B1 z: I2 A% j5 R/ u
- }, w' o! C4 Y# g I
- setComp(g, 1);* y: Q4 k% k7 ]! d! `0 h
- da(g);
: h8 ]& Y* C; V: w: m) Z3 L( I) ` - let kk = smooth(1, k);//平滑切换透明度
; K( s2 I3 ~ G! G - setComp(g, kk);
0 ?! w) P8 l& w/ \ - db(g);
m5 ` w4 s5 ]( t - t.upload();) [1 G4 D1 G) l9 a% s, `! V. g
- ctx.setDebugInfo("rt" ,Date.now() - ti);( z' N" D- L( J
- ctx.setDebugInfo("k", k);
) ?, b7 J/ t- I# r: O' c, H% @& d6 E - ctx.setDebugInfo("sm", kk);8 r5 S5 z& O; N5 n
- rt = Date.now() - ti;0 l4 u% {7 U/ J
- Thread.sleep(ck(rt - 1000 / fps));
, @5 k |1 d& M: T - ctx.setDebugInfo("error", 0), B" D7 ~ g) K5 q$ ]4 j) U6 d
- } catch (e) {4 b9 d4 r$ r# V, n. W) {0 O
- ctx.setDebugInfo("error", e);" t: O9 o: D6 P b1 R. U& Y( \
- }
4 n0 ~, j1 ]9 d$ Y* f - }4 e% p) w' @0 O. e
- print("Thread end:" + id);
: F/ y; o% T6 j - }0 p" ]& i3 ?$ {5 }2 _
- let th = new Thread(run, "qiehuan");
4 E. u. ~3 Y" ?% J# Z8 O7 l. A Z- U" C - th.start(); B: a2 R7 \* \5 i) H- \: R4 i
- }( I3 x/ D0 y6 K& a# v4 S) L+ \! ]
- ( {( o( \2 e! L2 @9 s
- function render(ctx, state, entity) {5 I. v3 k3 c) m0 V! t" m5 l
- state.f.tick();9 C( [9 D2 L9 b& C+ F* T4 C) {/ I! z# T
- }
+ ^" D; `9 L7 T8 W. Q) t - 2 r, r8 K6 q6 K: m3 K9 j
- function dispose(ctx, state, entity) {) o0 C# L; X8 A7 x% f" {1 p6 T
- print("Dispose");9 `+ T0 P1 d5 M- k: |, g# ]
- state.running = false;* r" A: p. Q1 W7 N( V+ _
- state.f.close();
1 Q2 K3 D t( O$ X; v. V" s2 a - }
6 `* X# |: K+ B: N: r
$ ?, K& a+ s8 H# Y- function setComp(g, value) {
+ X5 e# F$ l% ]+ p - g.setComposite(AlphaComposite.SrcOver.derive(value));
9 }2 [+ V4 a- ~6 P. _4 T - }
复制代码 2 T9 w+ s8 Q- G9 y
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。5 w, N1 R2 w4 z; A6 ~, O# s, T
+ S, E0 U9 | [# _9 Y& J; }
' a% K/ n) ?$ _% h顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)
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