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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。
: ?+ X% Z" K$ ?! C) K4 v- importPackage (java.lang);
( v" a1 m4 c/ x; ]# q - importPackage (java.awt);
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5 r* I1 \1 x6 Z* ]" X3 C- include(Resources.id("mtrsteamloco:library/code/face.js"));6 @5 y' I! w" f x, H* A
- " d9 W7 H, U+ T( v8 @6 L# B" Z
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);, J: [1 G! g* [* A+ [! _: \
: m! |1 D1 W! q$ i) b- a- function getW(str, font) {5 _! r' o h( R7 U2 c
- let frc = Resources.getFontRenderContext();5 t9 u/ R. g. x' u. P5 M
- bounds = font.getStringBounds(str, frc);1 L& m1 i( Y/ w, H2 c9 G5 h
- return Math.ceil(bounds.getWidth());# B: }5 T2 n; i K9 e) m$ a4 M
- }) C! k; z; \+ I% Z {) x4 z
- + G# E1 R& d, h q B" C
- da = (g) => {//底图绘制. X5 A* k$ k/ o _+ u1 [; M
- g.setColor(Color.BLACK);
) Y. {# k9 p7 o9 L6 a - g.fillRect(0, 0, 400, 400);
% j; h0 ~" o* R2 I! ` - }
& T' v5 T1 H: _- b" T - - R' ?6 _# @- m* Z2 a* b2 c
- db = (g) => {//上层绘制
4 j% F4 Y& x+ k' x. ~2 [) F6 B - g.setColor(Color.WHITE);
3 q0 }% @+ F& f - g.fillRect(0, 0, 400, 400);' ^9 e" I8 {; x5 U5 t, d2 T
- g.setColor(Color.RED);& h+ w: w4 f7 i `
- g.setFont(font0);& ^; e2 c" g9 J0 E/ Y2 ^% }9 E5 G
- let str = "晴纱是男娘";2 G) i; H! i& u8 Z6 e
- let ww = 400;
3 J2 t' C, X8 x- u - let w = getW(str, font0);
, C1 ] z2 P- r4 ^ - g.drawString(str, ww / 2 - w / 2, 200);1 G& } g: S$ D
- }) m- _0 ?* v' D: L0 Z
- ! C) v! L1 ?! Q* c, R. r7 P
- const mat = new Matrices();& ]; i+ Y0 x. X0 x
- mat.translate(0, 0.5, 0);
1 k/ O; Q) [ R/ Y+ C4 a - ; f4 R5 @3 N y) @9 G2 }; s6 o
- function create(ctx, state, entity) {
$ Y& Y7 w- P3 Y O. n' i. v - let info = {' b. q$ L0 |, t
- ctx: ctx, d) p" e" Q6 q% `$ K; q) D: o
- isTrain: false,+ h3 ?& T9 P$ C
- matrices: [mat],
! [. G& G; \3 L3 ^- `# |( E - texture: [400, 400],5 x) E! N N3 M
- model: {2 j& ?' n4 S4 Q
- renderType: "light",
! Z/ \$ ^3 C3 F+ v. f, k; _ - size: [1, 1],& s6 \+ T7 B5 @0 x
- uvSize: [1, 1]' N9 m' M$ n& @3 ?0 k
- }9 I X6 }; U M' ?' N6 x7 g0 T2 `1 k
- }
0 s( N- A; h) e, b - let f = new Face(info);
) o' Q6 n6 M" H! v. Z# U; p# k - state.f = f;
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4 x+ Z. ]8 J! u1 R' b- let t = f.texture;( ], P* U/ U( C
- let g = t.graphics;+ x! F$ c* x7 ?+ A/ I3 J. Z
- state.running = true;2 _! V3 s; s: u) h! D, i
- let fps = 24;
# M0 O$ z0 O. z$ q) K - da(g);//绘制底图
5 w' R1 } s: y. x - t.upload();
% q, }; G8 |& h, s3 e- g# P5 m1 j1 i - let k = 0;
! _( ^6 F |" M6 H& _ - let ti = Date.now();( X) l& ~5 V. d% E4 \
- let rt = 0;' U. _# V, D! Z
- smooth = (k, v) => {// 平滑变化
( X+ _' S( I) f$ r - if (v > k) return k;1 d V7 ^) ?/ I8 `$ Y: q
- if (k < 0) return 0;, N0 h R7 K# O) q" b
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
0 c+ Q& n. F) J* \1 d8 I J: y( T - }
3 J9 x5 N$ s3 R1 } - run = () => {// 新线程
/ b8 y* j2 o4 k+ } - let id = Thread.currentThread().getId();! a2 U+ [. l) a2 x7 G
- print("Thread start:" + id);8 |0 h6 N5 T0 {6 Y7 _ S; }. u
- while (state.running) {. x, H1 h! w2 i0 ^0 k0 @
- try {
F9 y/ |' p$ L# {+ h" t7 t - k += (Date.now() - ti) / 1000 * 0.2;
4 ~. i# m' i% T1 n- T: Y - ti = Date.now();1 F4 |6 c4 h9 `" l% Z% \4 G
- if (k > 1.5) {
" G" A' b( ^5 ^ - k = 0;
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- setComp(g, 1);
# G: A* |% p% O7 g - da(g);
7 k P% N; u/ R8 d" F6 T7 s - let kk = smooth(1, k);//平滑切换透明度
. f) |6 ?& { ^; ~% U, a - setComp(g, kk);& T/ T+ z% `, c8 L7 ]+ c0 ^" }$ {6 W& I
- db(g);
% W' A8 c9 i0 C - t.upload();
( ]" h& M! _" S3 o) }0 t1 X - ctx.setDebugInfo("rt" ,Date.now() - ti);
D* z- v/ B7 p2 Y - ctx.setDebugInfo("k", k);
Q# t$ |7 |2 V - ctx.setDebugInfo("sm", kk);
- H; o3 b. ]+ S# a( ^4 `- ` - rt = Date.now() - ti;4 M2 V3 ?& g A; B
- Thread.sleep(ck(rt - 1000 / fps));
* Z3 c, P) v m0 V - ctx.setDebugInfo("error", 0)9 f% k9 N% r3 p/ H2 T' Q$ t, X! P' X
- } catch (e) {3 r s2 r9 n3 g* P; x2 R b1 t
- ctx.setDebugInfo("error", e);: U( e# f" _' i# S4 U6 G) F. o
- }
# k, k* S: a$ s% m: X - }/ }4 H' k& k; R0 x2 j) [$ Z* {/ v
- print("Thread end:" + id);% [) I q( \$ b( x0 z5 z9 X- W
- }
4 V: g2 N6 t9 s. c9 r8 B0 u - let th = new Thread(run, "qiehuan");( v# `8 l" m8 A$ q w& x
- th.start();6 d: n, [8 q* `5 ~5 k* Y
- }; Y/ u- r/ ^" E8 r
- 6 {7 g0 A8 q7 b$ }; C
- function render(ctx, state, entity) {
3 ~0 B; d2 U1 E$ C' i9 e, d* I1 s, W - state.f.tick();, n- j8 T- E% Q( O* u3 m
- }( B8 a* @7 h' O) T1 v" P4 q7 M
. L2 S+ D) h7 u6 i: J( J( A. U `: n- function dispose(ctx, state, entity) {/ h9 U/ p j; ]
- print("Dispose");5 ?6 R( c8 z" ?% d* F
- state.running = false;# y. T& e( D& a
- state.f.close();& j2 T! |- z+ M6 h/ X: t# T6 W6 W
- }/ Z- u- z1 ` W
% p" q" b7 l5 @4 Y: H D- function setComp(g, value) {
& ~" f s6 Z- H - g.setComposite(AlphaComposite.SrcOver.derive(value));
5 G* J U. I1 C: M7 U; c - }
复制代码 : K8 i# R M- d; j1 y% j3 @
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)3 e- n, r3 R5 P2 O
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