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- j @' z. J1 E& L) Q7 X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。
% y7 `* j3 ]1 ^+ T- N1 M/ ]3 @: a- importPackage (java.lang);& _; w" u' {- r) r, M% n0 N8 u/ H: u% M
- importPackage (java.awt);% u, ^# H7 W) C: S5 c6 r
- 3 O7 i1 ?' A" P1 ?% g# \
- include(Resources.id("mtrsteamloco:library/code/face.js"));) f; B; z( |* Z$ o
" n7 j! Z4 Q" d9 {6 i3 f; J- Y& R- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);( P# g/ h8 Y/ v
* F7 ?5 M# ]( j1 a7 }- function getW(str, font) {) m. w1 @0 u4 B$ f( a3 \8 b/ c
- let frc = Resources.getFontRenderContext();) k0 T9 }8 s7 h+ z! D
- bounds = font.getStringBounds(str, frc);4 n# J: P9 D7 J% a+ S0 `
- return Math.ceil(bounds.getWidth());
1 s- q& C/ d# c! q - }
" t$ c* \* V. G% U
( S4 k- ~0 t8 R; ^- da = (g) => {//底图绘制. U6 R# e7 F- z& R/ {$ p" J
- g.setColor(Color.BLACK);: H9 G$ V$ ^$ a$ I, F5 h
- g.fillRect(0, 0, 400, 400);3 M% W( n3 \; {4 K) E9 O' f/ n+ D; y
- }
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5 U) ~6 a: [. a, I9 J! V/ x6 Z' y- db = (g) => {//上层绘制# w6 y: E' R. ^" [6 {
- g.setColor(Color.WHITE);
+ C% J( j. w( R! W# A6 D - g.fillRect(0, 0, 400, 400);7 D: u. |. R6 A! P F6 A" i
- g.setColor(Color.RED);
# d' g- \1 b. u" D, r) r - g.setFont(font0);, D. L. u# z- n# e( y: a6 }
- let str = "晴纱是男娘";
' `6 q x+ }1 Y( _4 C! x& ~9 A' K, y T - let ww = 400;6 }, G3 j! i% M4 y$ e, K8 I. q" x- d
- let w = getW(str, font0);( U* m {# I3 U
- g.drawString(str, ww / 2 - w / 2, 200);
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- * w1 b/ o) W( w) ]' l/ C4 Q- ?, P
- const mat = new Matrices();
+ W: U" N# z, Q0 z5 @: W4 n# ` - mat.translate(0, 0.5, 0);! c2 P' O7 G5 c! {" R
7 Z* y+ M; W, [4 q) S, Q, N- function create(ctx, state, entity) {
! p, ?0 U) D& G B g% f - let info = {: U, x) t- A0 b7 Y' S9 y% D
- ctx: ctx,
" s7 M" \0 H/ K- Y$ ^6 B9 Y - isTrain: false,
8 ?9 t4 @' ?- b, I( X( E - matrices: [mat],
+ a* s* R8 @/ X2 J4 L* B2 F) [ - texture: [400, 400],4 z/ X$ h: Y$ C- y
- model: {8 z7 F2 e! p/ A# s) G
- renderType: "light",
. H# X6 J, @+ ] - size: [1, 1],
' m9 \8 N8 M: f$ ~& j - uvSize: [1, 1]
9 E2 z; p1 ]% R3 @: h& l - }
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- let f = new Face(info);
. t4 z" g4 \* ?1 P - state.f = f;4 D3 v- e: M9 @( B
* c) n% F" x, t; L) v- let t = f.texture;
, d+ G+ z3 ]$ Z2 F. ]- g - let g = t.graphics;
4 \. V9 _) z# D' Z# E$ { - state.running = true;
# I$ d+ f: M& C) |& p- K# e) \ - let fps = 24;
4 e2 T, A% u7 \" L/ Q: o' e' Z6 | - da(g);//绘制底图
5 ~" \+ ^6 H$ o; ? - t.upload();% x8 } m: [* u. n5 Q
- let k = 0;
9 x; t- U' O5 ` - let ti = Date.now();' B0 |- V# ]: f4 R- d* V
- let rt = 0;
% \8 b) C, }5 r2 s4 |6 L - smooth = (k, v) => {// 平滑变化
. Q) \5 n: Q) P1 q' }& Y( n( q; I, x - if (v > k) return k;7 q6 l0 p& n& W, E/ e
- if (k < 0) return 0;: |5 n- B. b: g& T
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
$ }& Y% Y, d# k* V0 H$ W - }
$ K- H y K# o8 d - run = () => {// 新线程
& n) Z- W3 N6 t9 U4 ? - let id = Thread.currentThread().getId();
& N% ~1 ]7 [; h! s8 X - print("Thread start:" + id);
" U9 W4 n ^& m3 _5 ] - while (state.running) {* e1 N# V- Z5 Y2 A" l, }5 _$ m
- try {; Y, y* i' f" v# o% ?
- k += (Date.now() - ti) / 1000 * 0.2;
, S2 e e( q# E+ E8 I+ k - ti = Date.now();+ V$ T9 d/ a$ H
- if (k > 1.5) {
, u' i$ F/ s- O8 @& J* J; C - k = 0;
9 }' Q) R! k! J" V) I' g - }
- @8 f% h4 f& \ @. E - setComp(g, 1); n2 n9 p6 e8 D! o8 C1 ?; ?3 O! G
- da(g);+ V( u5 H: n! j
- let kk = smooth(1, k);//平滑切换透明度
+ p4 M: O+ i: ~# H5 _! v- c8 H0 S - setComp(g, kk);
5 y9 d3 q0 f+ {: H! j - db(g);4 S2 U7 R; ^2 G6 ]. g
- t.upload();& Z% Q8 o) E" P# x; q, Y
- ctx.setDebugInfo("rt" ,Date.now() - ti);4 F/ ^2 l* g' r7 L- a, E
- ctx.setDebugInfo("k", k);% K0 k/ y; ^+ w2 c
- ctx.setDebugInfo("sm", kk);( N1 d8 q* E% `# f: I' y( A
- rt = Date.now() - ti;
' ~. @' j/ J& N- C - Thread.sleep(ck(rt - 1000 / fps));0 R! }; w5 ?( y0 k5 i' V
- ctx.setDebugInfo("error", 0)
) x5 @) \. I w, j! H( y - } catch (e) {( s+ o) o, L3 \* u) B
- ctx.setDebugInfo("error", e);, Z! X" _, l5 R7 m; x0 K; L6 z
- }! R f/ L3 \* d' ?
- }2 X+ J( i3 P% O/ G& V" v
- print("Thread end:" + id);
" k4 ^6 A8 R. L' j; q8 f. E, B3 e! N - }
% {' @& p5 o6 P1 l- T - let th = new Thread(run, "qiehuan");# L/ l! S4 \/ {$ k8 a5 t1 B" e0 b: J
- th.start();
. L5 [$ m2 a9 c% z - }
; E5 @$ x# N" w$ x, K" d5 ? - , Z3 _9 G# U: `, Z
- function render(ctx, state, entity) {
3 ~* ^2 Y; L9 N$ U) A) l% d - state.f.tick();
! [( W+ T- i0 x' u; ]1 _ - }
; ~+ B8 i+ e% X _3 e - ) A9 _( i! `3 T
- function dispose(ctx, state, entity) {
5 R! c6 Y) V" V - print("Dispose");5 S, ~$ m/ c2 Y4 J/ O
- state.running = false;
" \1 g- m+ W# W% Y - state.f.close();
5 i/ d% _2 e2 {. C; K - }- ]' V0 O" L% M
) d) F& N# Q8 v1 K7 p- function setComp(g, value) {# _9 s1 U* @. ]9 `9 S' V
- g.setComposite(AlphaComposite.SrcOver.derive(value));
- Q% S. g; E; T. i: B- H L - }
复制代码 + {" i% G/ F& y( h' H
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。8 ?% C) I, j, [3 c
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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)
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