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; n% Q+ L, g1 W; s1 G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。
f7 {" Q+ B( R# _) x) w# ]- importPackage (java.lang);
K' ?" p; Z$ w K - importPackage (java.awt);: J, i% G% e5 @; \2 j( I3 u
- 9 d) H4 z F! [/ l' s/ v, z
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
# w) L8 Y k) ?3 d3 V - 6 t6 `+ m/ z+ ^& P( L# o
- function getW(str, font) {5 i8 n* x- ~8 R" ~7 \6 ^
- let frc = Resources.getFontRenderContext();1 y; G% k5 L& I0 d
- bounds = font.getStringBounds(str, frc);. ~# Y( o& q x3 F) e
- return Math.ceil(bounds.getWidth());
; y" M; z# l* h - }
4 k* W R9 E1 s
) E* ^/ q: G/ m; U3 e* ?- da = (g) => {//底图绘制' J$ ` j9 v8 T! i- ~, U
- g.setColor(Color.BLACK);( R1 Q7 D y: `4 J. p
- g.fillRect(0, 0, 400, 400);
" \: g7 H( U% V: k - }
* i- Y& O5 \1 @# |% a* c: E" y4 e: h" R - 8 e- y% B6 ~3 k0 h" [0 L
- db = (g) => {//上层绘制/ f9 s$ J& e- Q* J# j# p$ q, I
- g.setColor(Color.WHITE);3 U% M1 T! T* k5 i$ Q9 p& q# ?
- g.fillRect(0, 0, 400, 400);
2 t6 d' |" I0 m* R; A) X( J - g.setColor(Color.RED);
g' \$ D; I3 E) N5 {$ }& I0 L4 r - g.setFont(font0);
6 \. @ C- m; q4 o, D! P - let str = "晴纱是男娘";5 f( j/ W1 S& Z* A. T' k
- let ww = 400;: i" M3 N7 D! l/ ~# [% S! Y
- let w = getW(str, font0);; }; k/ e/ P, A: ^, x+ p) e
- g.drawString(str, ww / 2 - w / 2, 200);
/ z' }3 D" c: L1 n. u - }
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- const mat = new Matrices();
: J$ [$ N" n5 E' |/ a, o - mat.translate(0, 0.5, 0);2 g2 N; c# i6 z+ H9 P) U! P
- ' {( H" D; O" s0 b: w
- function create(ctx, state, entity) {2 _: p M9 k: W
- let info = {
4 M% ]2 s3 A+ h: ~; |! \ - ctx: ctx,
4 D0 ?/ o" ^$ I- ^# } - isTrain: false,
" j6 X2 s9 Z! y4 S+ ?+ p - matrices: [mat],
9 n1 ~# G- R' t e - texture: [400, 400],
' K4 S2 w8 e6 ^% o - model: {+ u/ u, x7 v' r; `/ z* c* K8 d: h+ F
- renderType: "light",
$ h! g) R6 B0 x' }: h3 R. H - size: [1, 1],) P# R! I0 F3 P& z+ A# w. _ [
- uvSize: [1, 1]
4 F. X8 Y! ?' J- k) P - }
+ x0 n ]/ F/ N5 G - }
' R3 h1 M6 c8 Y. F - let f = new Face(info);
* f# H r" Q& G5 H- s7 Z+ W - state.f = f;
# Z& Z: _) i! ~ - 1 }: @* U8 G* s
- let t = f.texture;
1 P/ s& t+ x: C; K3 L. T1 c - let g = t.graphics;8 N* u1 @7 Y b: k, i- ^
- state.running = true;# ?" ]- V0 D: s( J/ o9 t/ w, q [
- let fps = 24;
, ^+ y7 N/ U! V3 H4 D- ]; y - da(g);//绘制底图6 K6 R, r+ d$ X/ k2 U( X2 `
- t.upload();6 d: m! o w. N9 o; Y. G$ A
- let k = 0;
+ r2 [0 m3 Z8 K5 b1 o - let ti = Date.now();
0 T8 H) R8 v+ X+ d! ~ - let rt = 0;
; V# T$ e# R. r) N$ Z - smooth = (k, v) => {// 平滑变化
9 o: s+ Y) l+ m$ F+ M/ f - if (v > k) return k;% J5 n4 c8 d0 v2 y6 `. I) r2 F
- if (k < 0) return 0;6 R/ k6 u. z- `/ n1 t, {. C
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;$ h: ?* p5 g7 o* ], t- V
- }
# `9 b% h; D3 w# v - run = () => {// 新线程 x% c; [& Y0 T) K6 ]) a$ A
- let id = Thread.currentThread().getId();" ]1 E" Y7 H- _9 Z( Z+ C3 ^
- print("Thread start:" + id);
+ U- l: V0 L, B7 T9 K3 B - while (state.running) { X" r2 _2 R3 J- w( t. Z
- try {
w7 e! ]( G* @' x5 p7 v7 X - k += (Date.now() - ti) / 1000 * 0.2;
% y" P+ V1 P v% g8 C - ti = Date.now();
p) p* u8 r8 Z Z6 t4 b - if (k > 1.5) {
& F5 j# }, ? F& y6 V' r1 ^ - k = 0;
- M- @/ d/ r4 T3 r: Y1 v - }
7 M5 g, {* Q3 q( y7 ~5 B - setComp(g, 1);* {& u5 ?" i- t" F) W; D
- da(g);! a8 K$ \8 x! Y
- let kk = smooth(1, k);//平滑切换透明度
) z$ h) W' B7 g% t& P# Q: i! w( {; m - setComp(g, kk);. E. D% O7 _5 {* D0 m, n
- db(g);. r9 O `0 C8 H* A4 n8 x/ L
- t.upload();7 Q7 h' U3 O# T' q, C7 M2 D
- ctx.setDebugInfo("rt" ,Date.now() - ti);. l; K, _5 n" s N" {
- ctx.setDebugInfo("k", k);5 c1 q% G2 ] t6 w0 S3 s
- ctx.setDebugInfo("sm", kk);5 P/ K2 O8 J4 y, v- c0 v
- rt = Date.now() - ti;
6 F# }0 `. g/ l" E - Thread.sleep(ck(rt - 1000 / fps));# ^7 O Y" y4 j J& C2 P- L
- ctx.setDebugInfo("error", 0)
6 s4 `! U& C5 n" k( V( s, ^( U# ` - } catch (e) {
" B# w, N. H4 M! y - ctx.setDebugInfo("error", e);5 `0 d( v! B% j( h' F% W. B
- }
- `! I- E$ Z: s0 Q& S$ n/ q ~$ o - }- @0 ?3 x4 L/ p
- print("Thread end:" + id);" P/ W& K2 _! l/ ]4 J
- }! E$ Q$ O# Y% X/ J
- let th = new Thread(run, "qiehuan");6 o: z+ ^* V$ X) ~( v) c, j& f
- th.start();
+ L% |' _' G) h! \ r - }5 M+ g9 n: a4 F
- ; D2 G7 W D4 U( l6 V7 E
- function render(ctx, state, entity) {
. d1 h+ Y g# X( |" N% T8 N - state.f.tick();5 T' q, c: y9 _; X8 h, S1 O) k
- }
# I4 _9 A" M N: n
) }( t5 ]2 t/ y! x% Z. G, L* p% T- function dispose(ctx, state, entity) {1 B% E" t- B5 c( J$ _6 \
- print("Dispose");: o9 _( X2 S0 c% u
- state.running = false;4 |6 `* f6 w- K) Y# {5 g; k7 M
- state.f.close(); ` b' P" r# t( ]6 j
- }/ w1 ^( W9 n' b3 B; N* g" k
- , G" T0 {& H g0 A8 q/ R
- function setComp(g, value) {
+ [) L* I. o! P - g.setComposite(AlphaComposite.SrcOver.derive(value));4 w( {. v, c) s6 A) {) |% ^
- }
复制代码 0 i# w* y% |6 O4 U; i
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 V1 e5 F# o, Y! |* Q2 H: L) y; Z% m9 A0 K Y. j, h- C
- q2 ~! a- p+ n0 N0 _1 o1 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)" \" w/ f( u+ u/ y0 f2 `
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