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; T7 H r* S0 o9 D& m; ~9 \9 h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。+ g, {9 ^( l+ q% Y7 r
- importPackage (java.lang);- n" r: [3 ]. ?# h! Q/ T$ a' r
- importPackage (java.awt);: G; n- i2 E" q1 x1 ^# b
9 T1 H2 R/ m7 z2 ~& e8 j+ Q- include(Resources.id("mtrsteamloco:library/code/face.js"));
+ W6 ]5 F# \: ^+ A. L - ( L; l3 R& X- V! `: P) E1 ]
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);: l3 c1 U" I+ h+ Q/ R x$ s
- & s" @' w; J' u& z r
- function getW(str, font) {
) S0 B1 U2 C1 T- F' w. @+ m0 c - let frc = Resources.getFontRenderContext();
5 I4 {& E, d" M- u. C0 y& W8 J - bounds = font.getStringBounds(str, frc);" E5 A9 j7 I4 E) t3 v& e. Y
- return Math.ceil(bounds.getWidth());; ~4 H) b6 ^7 A1 @7 V
- }; K0 }5 s; K N8 k! [
- $ ]( k8 f* v) }( S
- da = (g) => {//底图绘制. A! k& D" X. o3 T
- g.setColor(Color.BLACK);; a( B7 N/ K* e X: y6 b" q
- g.fillRect(0, 0, 400, 400);
% g1 Z6 l+ |3 C k - }& y4 ~! P$ m: ~0 X% N
) C8 z# B1 J7 S- db = (g) => {//上层绘制
1 P x3 E5 L( p+ L6 |( n - g.setColor(Color.WHITE);
* J; p6 b P% ^' p$ P( L - g.fillRect(0, 0, 400, 400);, v+ f9 Z6 f( ?$ c7 B9 _3 j I
- g.setColor(Color.RED);
1 q0 H( H: I) d7 ? - g.setFont(font0);) y" r" I; }: g9 E+ \( q
- let str = "晴纱是男娘";6 C8 R/ u6 y( C- f* P' z2 A
- let ww = 400;9 s B! I2 M* G; k
- let w = getW(str, font0);" z q2 n' F/ U% t$ u" e
- g.drawString(str, ww / 2 - w / 2, 200);
' k. I0 N& m- C" S s - }$ i( `. \( X6 q
) K3 c, B2 Y* ^2 | P- const mat = new Matrices();8 O% h# u% s' {% p! W% e: H: g
- mat.translate(0, 0.5, 0);# ~. L, G# i; V' ~% f
- 7 {0 C! v# L7 i% ^2 {
- function create(ctx, state, entity) {
$ W X3 |& |0 w& q( m - let info = {" l" W0 s5 H* x2 k& ^7 Z; b8 m
- ctx: ctx,
2 N9 P# t5 o7 K! n ^ - isTrain: false,
1 U- ?9 N: f( \6 l! U - matrices: [mat],
2 T5 Q; Y) x% G' d& B) _ - texture: [400, 400],- d& Y% j' U" c1 Z) z1 |
- model: {
, Q: H$ \/ M' j: D6 Z - renderType: "light",) C7 ?% P! U2 Y" O4 `- a
- size: [1, 1],
) |5 O& j8 Z- V- u - uvSize: [1, 1]: Z3 @3 U1 {$ V8 [8 W
- }$ @' P7 D% Q" G& N7 b
- }
; ]* a1 J b+ R* [$ P - let f = new Face(info);
! [3 h# v1 L4 g" p4 b' ?% _. b9 x - state.f = f;0 r; S9 x+ X: H
# Z0 g- ^4 z8 n. c* x) J9 Q- let t = f.texture;
. ^0 |5 p' W! d - let g = t.graphics;
+ `& a/ D" N4 y - state.running = true;, }+ h' F) z z! S8 z' F/ o# ~
- let fps = 24; o; B# g/ {9 h% G- ]- \3 o1 l# ^& V
- da(g);//绘制底图0 p) \$ Z( d) E: G
- t.upload();
% y. c% J* X% o' H - let k = 0;( s' P. H# I& N/ p4 y+ j
- let ti = Date.now(); z" S0 ]$ \6 k& K
- let rt = 0;7 w' a% A* j1 E. a
- smooth = (k, v) => {// 平滑变化, G' B: C" ^5 O+ j
- if (v > k) return k;2 h0 x1 T: x1 }
- if (k < 0) return 0;
0 s, u$ v& h' w - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;! [: C" c. u& v
- }
) \/ `4 `. u8 X( u - run = () => {// 新线程
- h7 O9 W1 ?# ?/ I9 o! @2 `2 K - let id = Thread.currentThread().getId();
0 n# U! {, x: H - print("Thread start:" + id);/ O, m- F9 e5 A+ G
- while (state.running) {9 U( n5 h0 [( Y/ A) _2 U
- try {+ Q( O) z6 B6 V
- k += (Date.now() - ti) / 1000 * 0.2;1 S/ Q; g7 I0 _' Q% F8 X" _& X
- ti = Date.now();+ _& {- y) \3 e2 F1 x5 _
- if (k > 1.5) {" Y8 Y4 Z W7 z- G8 F
- k = 0;/ l, ~0 {6 V$ d3 o# g
- }
. f; R; D0 K# E1 N - setComp(g, 1);
?! K8 P# H n i, u - da(g);
& d M1 M8 S* P/ m - let kk = smooth(1, k);//平滑切换透明度' h3 i+ ], C N. X0 F6 G) A
- setComp(g, kk);
5 E* }! Y/ a: o) ` - db(g);; _9 ~/ y. P9 j! F" u1 {+ w, h/ W
- t.upload();5 ]$ `( M* ]/ I
- ctx.setDebugInfo("rt" ,Date.now() - ti);& i* D. L2 c$ u% Z( a" I
- ctx.setDebugInfo("k", k);
7 E" z0 ?. L8 r: X x - ctx.setDebugInfo("sm", kk);
% {$ N3 q* k& w0 C# N1 v - rt = Date.now() - ti;
5 M/ [& @' {7 S. ^ - Thread.sleep(ck(rt - 1000 / fps));/ q9 t' P9 `$ O+ G3 v/ R/ L
- ctx.setDebugInfo("error", 0)
$ V4 I+ B1 v4 ^$ c# x ] - } catch (e) {. S0 S7 O0 |+ O+ T4 t( B
- ctx.setDebugInfo("error", e);# Y2 r1 F' q; b5 k4 |8 @, p: Y1 G
- }0 s% ?, v+ x. q/ D$ O
- }
8 ^: Z8 K! D* i - print("Thread end:" + id);3 ?2 t( T8 c6 y3 m- h
- }
/ b/ r) X" Y1 r# r: K9 N - let th = new Thread(run, "qiehuan");& X* W! }3 \/ _! Y& k# e
- th.start();0 O) c) `* l2 j8 T! J$ U; a
- }+ r# H! E \0 n {$ ~ i
: X" l$ P& u! J) m# u, j- function render(ctx, state, entity) {" }: v1 I# S- ^0 S* {5 e6 h; L( J
- state.f.tick(); Z" [) ~3 x4 g. Y- D
- }) h. o3 l6 C# ^, v* V& t9 u4 Z
- ' m8 W9 } Q) W6 G4 y- V8 y( x; D
- function dispose(ctx, state, entity) {+ Q, c, K# k1 |' `8 F/ c( @- ]2 a
- print("Dispose");$ H1 M6 O- @! w0 r& u/ w; |
- state.running = false;/ y0 Q* _8 ?" M7 O2 ^
- state.f.close();
7 X7 O4 a. @* T' X - }% O# ?/ z# ~0 u
- 4 u( F) M* I( R5 n$ J
- function setComp(g, value) {
, y3 f# ]! \: H. A& z5 H, O- z - g.setComposite(AlphaComposite.SrcOver.derive(value));
8 u1 c0 H, V5 U5 Q' } v5 `5 ^6 L - }
复制代码 : f: o; n$ O! Q, n1 u. a. J' 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。- O8 w1 ]: x& r/ m P
. d+ Z3 ~) \ a& n4 u4 \8 g, M: M1 E* U: u$ w* k% h' o
顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)4 C7 B; X$ }1 \6 w3 u: V3 ^4 ]; R) h, b
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