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2 A9 _5 n' u- h- A/ k }, 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。+ B9 i. S/ j9 W" b: d, X
- importPackage (java.lang);1 ~1 U } ~4 v/ H- X5 m
- importPackage (java.awt);
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. Y; P! x- x! n- X' ^6 n! w0 l- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 @2 ~/ J% M2 o. g. O, C
3 o6 F, p( O: k0 h5 I* a% C- function getW(str, font) {9 d- \/ l; Q5 f% I
- let frc = Resources.getFontRenderContext();1 C$ n% ^" h1 q) C0 N" r8 J/ H
- bounds = font.getStringBounds(str, frc);
7 k# j& J% g/ h$ u y; o0 \* V# Y* e' a - return Math.ceil(bounds.getWidth());% _% T) ^- @. _! k
- }0 |1 O% `0 P8 o5 c7 U0 F5 u
- ' t; _- U3 G7 a
- da = (g) => {//底图绘制" h+ m& d/ q" w! n5 u# Q
- g.setColor(Color.BLACK);, u- f I$ M' ^9 \6 W, A
- g.fillRect(0, 0, 400, 400);
5 ~1 B: q! m& T# s E+ Q! s - }" `5 \3 x; m. o2 a0 s$ A
- 8 p2 l3 a, _) ?1 ]0 d$ I
- db = (g) => {//上层绘制9 p5 } K, ?* B7 U; Q7 P0 \, T
- g.setColor(Color.WHITE);. _ R; c& c! \; n
- g.fillRect(0, 0, 400, 400);# _2 \7 \: O; Y. N8 {/ x
- g.setColor(Color.RED);2 V4 T9 c6 y' V0 G' \
- g.setFont(font0);
6 I) ~# @8 `" W; o9 w% M - let str = "晴纱是男娘";8 h p2 G8 ^/ L4 Q' S8 X& p( P- s6 j
- let ww = 400;( H! S# X' X8 A
- let w = getW(str, font0);
' U4 ]) ^+ Y) `; d - g.drawString(str, ww / 2 - w / 2, 200);3 {; G' l: _/ }
- }
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- const mat = new Matrices();* ]/ _1 E+ {7 k( f, V: X
- mat.translate(0, 0.5, 0);" G6 y4 z; w$ j. f" E+ p
! k6 z u, x% v* E/ z- function create(ctx, state, entity) {
5 o& v8 z$ M1 I3 L% F* u% q - let info = {2 x4 Y% b \, o6 g- l2 a7 }& G0 W) N3 d
- ctx: ctx,& Y* S3 ?3 U7 {) } a4 [2 p
- isTrain: false,
% ~% Z4 T/ d( K1 ^ - matrices: [mat],& n! w- I1 S) \. f
- texture: [400, 400],
+ i( I) C3 Z. m* k. A l - model: {: [! T0 u, E0 {
- renderType: "light",9 E- Q4 b8 y, v7 M+ m3 c) V$ r D
- size: [1, 1],& d* Q. J0 d+ \% y& Y$ {, E. p' C9 R
- uvSize: [1, 1]7 Q5 e* x+ y9 o# ?, P
- }' j8 B$ n+ ^" c/ V4 y- W
- }
. M2 A) T8 W4 v$ _8 s+ P - let f = new Face(info);
2 A1 P- b4 g0 Y - state.f = f;4 w, ^! h; Z" E: s& P. e
' t$ v5 v2 O: p- w* R- let t = f.texture;
3 N* T8 O* v# f2 [1 I! T4 R- t - let g = t.graphics;; b% B5 d \ }5 C: G4 H( h
- state.running = true;8 ` l: [9 X7 x" d' \( d; e, M% r& D
- let fps = 24;' `# s, s) @# s5 d
- da(g);//绘制底图4 i; Z# j- d$ W& }; v' f9 G
- t.upload();
8 K! b0 y6 F/ T0 C3 a( r - let k = 0;
0 s0 P7 e8 g; h4 f E! Y; U - let ti = Date.now();
# }* o/ _' `1 `$ O8 w - let rt = 0;
8 s/ |- a' k, Z0 z/ l - smooth = (k, v) => {// 平滑变化
& F3 }( r1 j* \& s* M - if (v > k) return k;
8 F4 g7 n3 Z+ U; L2 _ - if (k < 0) return 0;
" Y3 ^* f, Y+ p& \ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
) f+ r# n" ?3 I/ I5 k: m7 g0 d - }
' H+ u { z$ V7 v8 T3 z - run = () => {// 新线程" Y' `& F3 }3 l4 t0 h) c x {
- let id = Thread.currentThread().getId();
3 B; N- c6 R6 B7 l% }9 c0 ~ - print("Thread start:" + id);
4 E1 H- `3 @7 S0 J& E - while (state.running) {0 J+ `7 H5 c1 X4 Y& f
- try {
: r- p% _. a9 ~6 {* j* n - k += (Date.now() - ti) / 1000 * 0.2;
5 A: b( w. `6 [/ o: m - ti = Date.now();
- }5 S p8 ~2 Y( W8 J - if (k > 1.5) {
1 n' f4 Z2 l* m/ A$ Z- r - k = 0;
) y2 X8 N" N2 @9 X& t% i0 b - }
+ h1 U3 l+ y! n" M# u4 x+ Z - setComp(g, 1);; e1 C# h! w5 s
- da(g);2 r' O; o* N# Z7 l0 p% f# H
- let kk = smooth(1, k);//平滑切换透明度
, h4 A3 g% Y# [8 b$ ~ - setComp(g, kk);/ }9 s. Q. L/ _( F( T
- db(g);
& i) _4 |, }6 z - t.upload();
0 \/ r7 `. I6 A" y. x - ctx.setDebugInfo("rt" ,Date.now() - ti);
5 b8 u+ Q; d' P! M4 E - ctx.setDebugInfo("k", k);" t8 W5 `- o& |- B+ v
- ctx.setDebugInfo("sm", kk);
. @0 F! D9 G( ?8 z' h/ y. T3 C - rt = Date.now() - ti;( O2 j" z- y5 k# b8 \; x
- Thread.sleep(ck(rt - 1000 / fps));) t0 V( j- j% n) d
- ctx.setDebugInfo("error", 0)
$ x! l2 M- `, H+ r: ` - } catch (e) {
) a: K- U, C1 \) d& W1 `% w4 j: K - ctx.setDebugInfo("error", e);# y( Q4 P9 i$ C: Z# r
- }% z, Q9 b5 _, N: D- e
- }8 P, O: U2 u0 |; f
- print("Thread end:" + id);/ Y) {- U# m7 D: o- F) X5 u
- }# O; y Z5 S. A$ I d
- let th = new Thread(run, "qiehuan");
6 Z. S7 g( }; R( X( e6 [ - th.start();+ I2 {1 E: H; g% Q6 r
- }1 G9 \) _) p* w/ q5 i: T! J
- 1 _, q ^5 T- S9 Q
- function render(ctx, state, entity) {
2 n: W# U+ ]- R) q- ~1 ]* T - state.f.tick();4 N* C- d0 `- Z6 i$ M8 ], _! y0 V- M
- }
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- function dispose(ctx, state, entity) {, \6 X2 W8 R* J( [) E* v! C. V" m
- print("Dispose");% y# ?7 a c9 F t+ c# e) j
- state.running = false;) c2 f# d; H2 O7 c, ?6 ? r( X5 | C
- state.f.close();
$ f. |( @2 |! S o/ {, h1 e - }; m' Z$ L' ^" i1 u" p+ l1 T$ [, n. m
- 6 Y0 D5 ^$ G9 j D. \
- function setComp(g, value) {
( G. @5 |& Y! q% W1 T% C: Y - g.setComposite(AlphaComposite.SrcOver.derive(value));; ?# {$ D6 Q4 ~
- }
复制代码 1 z! D' F+ x- P& q% F
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。: @2 `8 }/ L) `. d u. @& v
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! \. a- O% a, j4 b3 [) r- C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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