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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。! `) u+ M% {, t# ~7 e
- importPackage (java.lang);" b- u O' Z ?' m
- importPackage (java.awt);
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3 e. _& x! o) A" U& G3 V5 E9 B* d3 Q- include(Resources.id("mtrsteamloco:library/code/face.js"));" ~* h! F" }3 i# T: @
- ) N7 d# J$ p' R$ b
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
0 a4 |+ k! g2 k& A
: f/ Z( I" J# p! d1 t- function getW(str, font) {
6 w1 I7 \. m7 N9 D4 t6 z - let frc = Resources.getFontRenderContext();( H: @" [- q4 k9 G: [" b
- bounds = font.getStringBounds(str, frc);: M! w* T4 L1 ?% B
- return Math.ceil(bounds.getWidth());1 _4 H- q5 J% B }" r7 y
- }) l1 `. }- P) a5 E8 a9 u+ O
- . j' E" O( S, u
- da = (g) => {//底图绘制
! {( ?8 ^9 R$ j& p0 b) e; M- r3 ] - g.setColor(Color.BLACK);
5 j5 y4 `8 T4 I/ P3 H' P - g.fillRect(0, 0, 400, 400);/ T+ u5 N+ F# B2 I; T: K+ Q
- }
; h. k4 P, M$ F* G. s/ d% f$ z2 d
( n* }. g+ d- P+ p2 r- db = (g) => {//上层绘制
% P4 k% X6 {6 n$ D2 a, i - g.setColor(Color.WHITE);/ E) `$ F4 |& o. w* ]( e
- g.fillRect(0, 0, 400, 400);0 x; d8 D# x8 F+ A5 A
- g.setColor(Color.RED);
* k+ ^# V! S8 G! @: _, m$ g - g.setFont(font0);
1 c4 h+ f ]4 A- ]. Z3 [ - let str = "晴纱是男娘";
+ a4 D) B( O) K, [ - let ww = 400;
1 K. l: R6 B7 g: ? - let w = getW(str, font0);, `2 `% @. z6 ~& ?1 [
- g.drawString(str, ww / 2 - w / 2, 200);& T3 W v/ L; c L
- }
# [. S% `+ M9 W+ v7 O
1 {6 j6 J6 d) H- const mat = new Matrices();; S V: S: ~+ T$ C8 {2 K
- mat.translate(0, 0.5, 0);- F" H& E4 l u W
- $ R2 T3 }; l: G8 X7 q" n
- function create(ctx, state, entity) {' Z. s" U' h: m: |3 i
- let info = {% ?$ f4 ?: b1 J8 j1 k( S) O2 M0 ~
- ctx: ctx,1 Y: I8 g, ` O8 H/ S
- isTrain: false,
6 n- T, l3 q% X: X) _ - matrices: [mat],. y G- G# R, z1 n3 T- f! R3 G
- texture: [400, 400],3 }. @# g! n- ?9 x! C+ O
- model: {8 L: r3 n# T) V
- renderType: "light", X! m. P; K& m- [8 e7 C' m
- size: [1, 1],6 @( T! K) B9 ?* X
- uvSize: [1, 1]5 G3 u- O) {% U
- }4 y! l! j3 ^) b" E& U
- }* H8 D+ Z* i5 H8 z" }
- let f = new Face(info);; I1 H7 s+ F7 V! t9 D8 y
- state.f = f;
! @9 i; b7 f, _ - ! L+ `0 [/ y0 }# {) J; a
- let t = f.texture;3 s" T* j' [- c1 F. g% Q, T- M
- let g = t.graphics;( s6 a% E6 g' J- r
- state.running = true;
4 i9 s2 l4 a) a: X - let fps = 24;" B; K s" U1 a. _. X; v9 j8 o
- da(g);//绘制底图
. s; y5 h8 q* q+ x$ q' i - t.upload();
. D f, I2 r3 v% V - let k = 0;
. M* e6 i+ t9 y' w; z - let ti = Date.now();8 I- w- W4 c0 ~& N
- let rt = 0;, m3 T4 @. `& O; ?/ F& U
- smooth = (k, v) => {// 平滑变化
( T' s3 o1 E! [$ T! j+ L7 ?! N - if (v > k) return k;. {9 ^" K3 M. R. @/ s
- if (k < 0) return 0;9 G; K9 }) Y3 L4 B+ |4 J# V
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;( m4 A3 ]( a f6 ^& j$ y) n
- }
* I0 n3 q5 X% O* C$ c0 S - run = () => {// 新线程
6 G1 f9 t. N `* q9 u, K - let id = Thread.currentThread().getId();- c: [+ m$ l# R7 V6 \1 N" q7 R8 x4 \3 w
- print("Thread start:" + id);
5 Y6 f4 d: f% O* L, H; N7 h& L" c - while (state.running) {
( m) w3 z" _" Q, P w7 P" u3 X% K - try {( P! K% [7 ]6 S" z- R5 C
- k += (Date.now() - ti) / 1000 * 0.2;
1 ]& r3 O1 x- z: L; [! q0 o8 q - ti = Date.now();! ^9 E1 Z' m5 N) o% l: b, _& u! Q
- if (k > 1.5) {
2 A7 t7 c* ^& n2 K5 u - k = 0;. r) K4 a8 k6 G6 H
- }& \- V1 \1 N* K7 O9 G2 Y
- setComp(g, 1);- S8 p9 |5 v( B |: b1 W' M
- da(g);+ \* [( X5 {$ g; S
- let kk = smooth(1, k);//平滑切换透明度; Y$ G4 Y' i/ z, F# l: m
- setComp(g, kk);
% r1 N2 _; _& A' M- e) ` - db(g);
) a' V. c8 x4 s# J# X' n0 s, ~ - t.upload();4 j: N- a6 r6 J! d
- ctx.setDebugInfo("rt" ,Date.now() - ti);' @9 ~0 {& `4 X* O, d, Q- m
- ctx.setDebugInfo("k", k);
! O, f) Q; [5 y. G2 `$ L# w - ctx.setDebugInfo("sm", kk);# U/ K$ I. W+ a0 Z0 \ @ I2 q. G
- rt = Date.now() - ti;
" z; Q. ~+ I: O- P% r% E - Thread.sleep(ck(rt - 1000 / fps));$ z* h5 N+ Z4 T- l5 o
- ctx.setDebugInfo("error", 0)
. X+ H- A; m9 @7 v+ O# f& B2 t - } catch (e) {
( q+ A, N1 U( a& l( t* B - ctx.setDebugInfo("error", e);, y& X/ [, a/ U9 A5 Y1 A* k
- }
6 y% m1 G! i. {" h8 L/ g - }, X* B) G9 ]. M
- print("Thread end:" + id);7 j$ I2 D. U S8 b
- }
8 j3 s0 K2 ]5 c% D) q% _! v - let th = new Thread(run, "qiehuan");) ~5 C% C* N8 u: l* k0 V
- th.start();
+ e" q; v% L5 r' e - }: A, t1 u' v! d- d; L. o
9 _( w# Q: w1 P# U; v9 {- function render(ctx, state, entity) {
& y1 H! L! H6 L/ t& c/ X" _ - state.f.tick();# W% o6 | q0 g- p' \: e
- }
; D1 T) C9 h3 I& o0 V0 y4 P% E - 9 {' {$ U5 e: Z6 T/ I, d
- function dispose(ctx, state, entity) {
2 Y/ W0 e' S" T' u0 a - print("Dispose");
: C; H" Z9 H1 w/ @6 ?1 Y8 q% y7 a. I! I - state.running = false;9 V1 r' V6 {- p) o5 {. [8 t3 a2 o8 h; n
- state.f.close();
+ ?5 r1 R7 ]; J& | - }
* p6 I8 J5 e% r0 G; ] - ( C6 J2 F4 O0 ], w) @/ z, g
- function setComp(g, value) {1 ` O( } l6 I
- g.setComposite(AlphaComposite.SrcOver.derive(value));
; ]; g, L: s2 u - }
复制代码
. k. @) \; h7 D$ l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。7 n) I7 v& P: @4 W9 C4 d1 ?
, ]% }) R& F+ `* C
+ w' r, y: j4 z& z顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)$ b; i8 v4 ^5 W
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