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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。
, _( z9 q( H9 U0 T' R- importPackage (java.lang);
8 [/ I( ]& p9 t, S# {1 P- t - importPackage (java.awt);$ z+ X( o, V4 {& c5 H# g- G/ |2 q
1 b/ A8 U' W- O& {- include(Resources.id("mtrsteamloco:library/code/face.js"));
- k# ], J* K# a5 C5 S; `8 ?0 G/ Q. j - 1 X" H+ i- a/ }6 a6 m& M/ X5 [
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);: `! L2 C. A5 U6 B. E8 d2 O
% v" f- z2 k6 @6 H$ |" l2 O- function getW(str, font) {
0 o& [0 |* z8 g, o1 Y - let frc = Resources.getFontRenderContext();
: `- }( E) M' ]: t8 I2 H - bounds = font.getStringBounds(str, frc);' c$ Q4 `- B0 I8 U8 `
- return Math.ceil(bounds.getWidth());
* I& a2 m1 m8 i# A - }* `& \ ]; N9 `0 \4 i* q+ D
6 R8 J) M z7 T! y- da = (g) => {//底图绘制. ]& f0 A5 n$ J
- g.setColor(Color.BLACK);
4 x) b1 b1 r. P7 P: `5 ]( t - g.fillRect(0, 0, 400, 400);. g' w. Z! d& u3 y+ g) t2 [
- }+ Z% _) g+ E8 N6 h: i; ]
- ) Q, {3 B; g* [
- db = (g) => {//上层绘制
, ?+ S( W# R$ ~1 e - g.setColor(Color.WHITE);% `* z* }3 G2 G+ u' ^
- g.fillRect(0, 0, 400, 400);2 ^9 j0 e1 |' ^3 n; K
- g.setColor(Color.RED);$ W4 |3 K; Q% h2 D" T
- g.setFont(font0);
$ ^; {. y- \! h/ N G) ^ - let str = "晴纱是男娘";
# P( D1 o6 k1 ]$ F- Q - let ww = 400;4 S, }3 w7 i2 `
- let w = getW(str, font0);- R; y! X% w6 l
- g.drawString(str, ww / 2 - w / 2, 200);6 J/ E( Z- d+ b+ I! |
- }
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- const mat = new Matrices();! o# n3 @$ B7 d5 [% z/ W
- mat.translate(0, 0.5, 0);: B) `4 p# a/ I5 o
- - t0 g# i& J6 X0 e( ^8 P& N
- function create(ctx, state, entity) {1 U" J1 Z" e1 {8 W/ e
- let info = {
, d f7 }; R- b% k4 h: P - ctx: ctx,
9 L$ k+ U2 k. }$ u - isTrain: false,
" x6 F+ r3 E6 w* D: O, \# d9 @ a, { - matrices: [mat],8 L( x6 b5 \" G* O) v
- texture: [400, 400],
# O8 X7 _' T3 @$ O - model: {: R. j8 y" L% J
- renderType: "light",( K* \0 T4 g( x0 B0 \
- size: [1, 1],* L$ u0 E1 u! n
- uvSize: [1, 1]
7 u0 N0 r, r2 Z - }( m& `! t; ]* o' M% Q! ^
- }
; F( k+ K$ o! I6 H - let f = new Face(info);
4 H6 B- `. R9 `4 g; V4 k4 H - state.f = f;$ d4 {$ T; j% d$ ?$ ~
- X" Y: i& b8 R" Y
- let t = f.texture;
7 @* }7 p Q& s: z1 r9 g, y - let g = t.graphics;
8 ?9 E2 P. u5 U& M2 F5 Q3 h - state.running = true;& |) H) K% @9 x' l1 k
- let fps = 24;# A8 _6 H! W3 j1 ?
- da(g);//绘制底图" c, c2 \( V- T: Q2 o
- t.upload();! Y' b8 |# M; N% M2 X8 }4 G" N
- let k = 0;
! n: _- n+ P; ]( { A' S2 ?, } - let ti = Date.now();
3 G, ~9 |8 _, e, t) B' j6 S- I - let rt = 0;
( Z, \, m/ w# ~ w$ L - smooth = (k, v) => {// 平滑变化
# O7 G6 r! p2 Z0 p0 ]/ M9 M - if (v > k) return k;
7 Q6 j9 L. [/ c/ b - if (k < 0) return 0;
$ Y. s' r0 o8 t6 V% J% l5 E# ~ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
& q6 h3 Z2 B/ Y6 \# C - }6 x: ^' k& J: U5 I& N
- run = () => {// 新线程
/ R9 W" [# q6 H! _ - let id = Thread.currentThread().getId();* H: g6 o9 b% {. Q# `: G
- print("Thread start:" + id);
6 ]% B g8 |" S$ L5 C0 T8 D) x - while (state.running) {2 }0 r! r( K; f7 ^
- try {5 n8 | }" q8 n. ~. I
- k += (Date.now() - ti) / 1000 * 0.2;
, n4 {" v/ f0 Y% g - ti = Date.now();) v5 K$ C: N; s. S4 s5 g
- if (k > 1.5) {
: U3 t8 b$ {4 |% l I% [ - k = 0;0 N+ u8 x) I. a; q2 X8 z; _5 o. @& n
- }
- q0 Q7 h3 U) {6 i6 I0 X6 |( g - setComp(g, 1);' K+ t0 r9 r- d6 A+ y* L
- da(g);
# Q2 ~% [5 Q# o& f. ?( y U - let kk = smooth(1, k);//平滑切换透明度
8 k8 E0 ~/ ~4 L0 J - setComp(g, kk);, a; c1 x1 v/ ~: e6 h+ \$ q
- db(g);
! i7 Q, i+ e! {, e# L8 m7 D" k - t.upload();
1 E ^; V- r4 P: _) M; o - ctx.setDebugInfo("rt" ,Date.now() - ti);0 w* w- L4 o, |5 D4 P, A
- ctx.setDebugInfo("k", k);
- ~! x( B# p9 ~0 V, [; u5 y% _ - ctx.setDebugInfo("sm", kk);5 X$ p. C2 o# B/ W. |
- rt = Date.now() - ti;# y% H6 I" ~- x q8 E: e
- Thread.sleep(ck(rt - 1000 / fps));1 k* U1 i5 |3 w
- ctx.setDebugInfo("error", 0)
, D& Q9 t5 E4 C/ m. I& ^! r - } catch (e) {6 u4 h. J# D+ v8 c+ {) u
- ctx.setDebugInfo("error", e);5 j; G6 i3 F: n9 F3 ?, w8 C/ D
- }9 D7 M: O j' Y% h9 N
- }
4 ?: i2 A. a: d% W9 D4 k E- ^# n) T - print("Thread end:" + id);4 p$ o2 h5 s& `/ ~* ^
- }
- K, z" ?9 L+ a1 ? - let th = new Thread(run, "qiehuan");
W) s1 f: Y) M; K* R - th.start();
7 ]6 L. Y- L+ C6 U5 |$ B - }
2 K. T6 f% m$ D - ; S8 d" Y4 Z: K) J# G0 [# T9 ?
- function render(ctx, state, entity) {0 h& S$ ?) r0 B! k" f
- state.f.tick();
9 r/ U0 W" B" K# Y' j0 Z - }
6 j$ O( W, \' F; p+ B
0 s' x" }0 a3 j* o" @+ a! D, g- function dispose(ctx, state, entity) {
/ \+ l( q6 r9 T6 j y* s3 _ - print("Dispose");
. i) p* I$ k& z) v. b9 W( N* m - state.running = false;
+ O2 S: C+ B/ B- p! ?1 o - state.f.close();; ~9 g1 I4 H) N6 H0 D6 T# J9 M
- }
6 O1 W+ Y! R6 L( B - 0 Z4 M* X d$ b# \2 R! A, r" Q
- function setComp(g, value) {
3 L, P0 e$ W) E - g.setComposite(AlphaComposite.SrcOver.derive(value));0 W- h3 s# U2 W O3 o6 v
- }
复制代码 4 F# R @7 ?( Q) b, N
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。
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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)9 g* k4 z5 ]' a+ V e
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