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- d; A' X$ R8 S9 o1 Q8 z( ^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。
r q; K! k" v. }! ^# u- T& q1 g K- importPackage (java.lang);
9 M- X5 s3 j* {; \. ?- w - importPackage (java.awt);/ l' O* q# K9 u" L P
8 k, |3 q) L' ~$ E" P: y3 l- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
/ ^- v8 e9 J. c3 K- b# O Y
! o3 U- ]' b1 Z( E- function getW(str, font) {$ v3 Z/ }" h! G- s4 J
- let frc = Resources.getFontRenderContext();
# P& L9 Q. S$ B - bounds = font.getStringBounds(str, frc); y1 f" A g& G- ^5 O H2 W
- return Math.ceil(bounds.getWidth());
8 X+ g+ g5 K, G1 U6 @5 V - }# d6 w _4 Q6 X. k) b3 I6 z9 c
( B0 m3 a2 ~6 D: u3 _- da = (g) => {//底图绘制
( _) y0 X- j f0 p! z - g.setColor(Color.BLACK);* {' w, W H0 O; b
- g.fillRect(0, 0, 400, 400);
& g0 C7 g# \4 Y: f4 q - }
& k$ m5 x+ `( S) p7 c: y
( d# c7 O8 f7 ` q+ ]- db = (g) => {//上层绘制
2 s# W- D) R: x - g.setColor(Color.WHITE);
; s+ r: I$ ?' B( X2 y% G - g.fillRect(0, 0, 400, 400);
. L0 y* h' B5 \, |& a' \% l - g.setColor(Color.RED);
) B4 C& Y. A0 J3 U5 u: L x - g.setFont(font0);
* i$ \9 W W- K W- a4 Q - let str = "晴纱是男娘";
% @3 q. q0 v( v6 Q2 Z - let ww = 400;8 R# z) y: r- ]5 B
- let w = getW(str, font0);
3 R% P# T& i5 g9 h) S: O1 z - g.drawString(str, ww / 2 - w / 2, 200);$ O; q |" H/ O, V' v( ?; f& ]
- }
# J1 v+ i* S6 j
, {& n% S- n/ [1 c- v- const mat = new Matrices();2 @ ]: P1 v& j( ~
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {+ e: \0 u7 }8 P3 Y, X
- let info = {
' H( T8 g) @( ?; c5 S - ctx: ctx,
( Z8 C9 @8 b& e/ } - isTrain: false,: G- l! N4 X5 d. A
- matrices: [mat],
' l" G5 c* C! X% m" v r1 v8 ^* L) | - texture: [400, 400], p! W$ O# Z# c4 t
- model: {
) H4 s# S2 Q4 g) m6 k - renderType: "light",
8 g, a3 A: R$ i6 Z - size: [1, 1],. o# x& R; A! l8 G: ~! M+ I" b' k
- uvSize: [1, 1]
* E' H* ^4 S3 p- t; G$ ?' t - }. R# ?$ ]& N7 j
- }
* e2 f) [( O# |; D& p2 p' \$ ?9 Y - let f = new Face(info);# `4 ~: B7 ?* y3 E {
- state.f = f;! ~/ P- e" g" Y- r- ~9 X0 }
0 e$ c) w2 V$ U H3 K- let t = f.texture;4 F Y3 ?+ k& L+ c. H3 ~4 X1 @" @
- let g = t.graphics;! \+ V, r. g; n/ d( T, L, M
- state.running = true;. {( ]$ n7 _/ O) M7 P# e8 p
- let fps = 24;
% s% R- p# [+ F8 M! Q9 t - da(g);//绘制底图% c4 ?6 n/ [: p# p+ Y! \2 k6 K
- t.upload();
D1 R/ d: C2 R3 h: d - let k = 0;
' e9 r7 i# C- K+ ^& x - let ti = Date.now();+ O3 T9 _ R+ h1 @: i
- let rt = 0;6 H; R$ I5 y, M) q0 v
- smooth = (k, v) => {// 平滑变化
) c4 U, L& N* g: s: `" i - if (v > k) return k;
) j+ @) F, g- r1 s - if (k < 0) return 0;9 k; `0 x4 ?6 m
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
2 q0 P/ R; [2 S) W, W% L. ~3 j - }
K2 i3 N8 J0 I3 W) T - run = () => {// 新线程
1 `# W6 u9 ?$ A - let id = Thread.currentThread().getId();
. b8 b( i$ }9 G5 B- C! M, k - print("Thread start:" + id);+ q% M6 C! {4 ]" B
- while (state.running) {" R. |& U% p: N( m0 f' v0 y
- try {
L$ }- d3 \* J; m0 H - k += (Date.now() - ti) / 1000 * 0.2;
4 N- W* c R. c- k0 H - ti = Date.now();
. s& M6 m6 D2 y3 m7 L* } - if (k > 1.5) {- W) D8 x! a( Q1 }2 V2 u
- k = 0;
* v* V* N+ V/ K. I1 B: s# Y7 o( X - }
: n0 M% m0 ^2 X - setComp(g, 1);8 J5 |* r: [ Q8 o4 u
- da(g);# N* @" i& {) e$ x& ^0 M
- let kk = smooth(1, k);//平滑切换透明度
8 |2 o( C0 V5 M - setComp(g, kk);
7 h8 i. c" k- j3 G - db(g);
" ^0 g' f! W1 L1 l* D& e7 i- G. o - t.upload();* j7 F9 o! Q: I5 j
- ctx.setDebugInfo("rt" ,Date.now() - ti);9 V I) a# u1 n$ c* `# Q
- ctx.setDebugInfo("k", k);
" q3 A* f, x& z! D2 H - ctx.setDebugInfo("sm", kk);
+ m! o, T' t2 N3 h z7 r& n9 R - rt = Date.now() - ti;
U# H1 D9 w6 B- X0 l - Thread.sleep(ck(rt - 1000 / fps));) b9 _! K) R2 D2 M$ l. }
- ctx.setDebugInfo("error", 0)
# g& A7 q5 ]" L6 [- t - } catch (e) {
7 S( {- o: n1 u; E9 B: X4 e; X4 X/ f G - ctx.setDebugInfo("error", e);
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- }6 Y) f# n3 e/ M( \1 Q8 s$ y; v4 t
- print("Thread end:" + id);+ Y8 x% i! \& l. Z* h
- }! ^' H4 \) s5 ^; G1 r, n) W2 { B: Q% v
- let th = new Thread(run, "qiehuan");$ z5 G4 z6 R% l6 J
- th.start();
7 A, ~0 ?4 v* f, x% S - }
7 t, R3 q" x! G& D7 N# f; C - . I0 g, H$ C6 D" E$ Q' A% u
- function render(ctx, state, entity) {
* F/ }; X7 o: t0 h1 T3 h, Y; O - state.f.tick();
* C" f4 C% {, s2 |& S- y - }
+ J( F+ B/ r4 B2 j
* l3 E# q# S9 l. h' O: b# g- function dispose(ctx, state, entity) {( l9 |$ @, Z7 f+ t
- print("Dispose");
, O0 v O& F+ K' J( c# a+ G- B$ w - state.running = false;
# G/ l% A! X$ b) F - state.f.close();
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- . m/ ]6 ~4 }8 j5 I* a. W
- function setComp(g, value) {9 S" }8 O1 @7 U& R. T
- g.setComposite(AlphaComposite.SrcOver.derive(value));9 m; H# Q1 L) m- R
- }
复制代码 ( U$ S7 E+ L1 w- Z1 ~5 d0 @
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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, Y( l! Q- e& H2 d& |8 ~: v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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