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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。6 c% f6 B3 w3 G8 l. ^
- importPackage (java.lang);8 _/ [3 v( {$ j( `0 _% f: {4 y
- importPackage (java.awt);: g( a' k! w: \3 a2 M3 a
- 3 T8 W& i! n& }" s; L" `/ s3 e+ [
- include(Resources.id("mtrsteamloco:library/code/face.js"));
/ _* @- u8 m; [ k
( L9 {3 h4 X5 X; [& s$ x- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);8 e$ b8 W" g* A4 L# ^5 a1 S
- + z* t" x. L0 Z( ~2 s: O o
- function getW(str, font) {+ m7 y. ^( R$ `
- let frc = Resources.getFontRenderContext();+ {! }- L" C A" G, [; w
- bounds = font.getStringBounds(str, frc);0 \' V- m1 Z/ e
- return Math.ceil(bounds.getWidth());
- e, F- w( \4 `, W& | _( x5 q# H$ S - }
% _/ L! k/ Z- I4 A
9 w" t+ _$ J6 z; V- q- da = (g) => {//底图绘制
: G p C: e$ ?- D( \ - g.setColor(Color.BLACK);
5 r3 d6 r1 N0 i - g.fillRect(0, 0, 400, 400);
6 Z8 E4 E7 a+ \* w0 Y8 | - }3 @, Y7 y9 H- Y B
G5 t, r" m3 ?5 d6 [3 p2 |- db = (g) => {//上层绘制
! d- z8 n+ u8 o/ h4 ?$ u# G - g.setColor(Color.WHITE);
8 J2 Z/ P, K- V: _ - g.fillRect(0, 0, 400, 400);6 e- f! a$ K9 i* W8 [
- g.setColor(Color.RED);* E0 | v1 U/ m4 U! M# S8 l
- g.setFont(font0);6 @- u! m1 O8 ]- t' v
- let str = "晴纱是男娘";
" P2 o+ {! t3 G$ y - let ww = 400;# g( T7 }5 m/ F" c, }0 m# A
- let w = getW(str, font0);1 V8 W! Q! {+ U. L$ P, r
- g.drawString(str, ww / 2 - w / 2, 200);
; Z& M: i2 F, e - }& q+ H4 \# O* A$ V
- 2 {) \5 F" z) @4 f9 m* c& U
- const mat = new Matrices();( [2 A% b9 @. v# T" u
- mat.translate(0, 0.5, 0);+ ]0 A b; E2 L0 l" g& c6 k
a6 r4 J1 N" C( P1 B- function create(ctx, state, entity) {7 g1 c! G) D4 j9 Z. ~, @) w7 y( H
- let info = {
. X4 x" u5 { @# f4 ` - ctx: ctx,
) R- d$ A% u }- v: I; c - isTrain: false,
1 `3 d& C7 c, n$ l% @. K+ E - matrices: [mat],
1 e+ C0 A- I. }0 ` - texture: [400, 400],
/ q+ \2 D& [; ^% \* ` - model: {9 \' v9 o7 n& n* G" i3 e
- renderType: "light",
, X4 s/ M9 i: y, r - size: [1, 1],
4 ^& x. W, v; S - uvSize: [1, 1]4 J/ h+ v4 b" x3 b: k" i
- }* t5 T2 a5 K5 T, i& Y. r
- }
7 |/ B3 S. | m5 O% @2 {1 Z0 ~) V - let f = new Face(info);6 |4 y5 }1 ]3 K4 [
- state.f = f;
/ f4 p" k' f+ d
3 e% u3 M E, t* V$ p$ R. N- let t = f.texture;
* c+ ?) E4 e9 t+ S- ]/ W - let g = t.graphics;( r6 x! j: I: g
- state.running = true;
$ O1 N& ^- Q- Y% c% {% Y - let fps = 24;
i/ [, R. G2 n0 C: w - da(g);//绘制底图
% ]$ B! {0 w1 Y7 O. [0 v6 D - t.upload();4 ]! g4 O0 C i% b6 C6 F
- let k = 0;, X0 \% H @0 `7 c( L; M5 o1 N
- let ti = Date.now();5 ?' d: Q$ r3 I4 j5 G5 v3 ~
- let rt = 0;7 z' w( ]% f2 q5 j$ B3 G& }. k5 `( d+ R
- smooth = (k, v) => {// 平滑变化
* c6 K- N" n! b- t. X - if (v > k) return k;/ T6 S H( Y5 } k7 e
- if (k < 0) return 0;
7 W# C$ m, Z3 i' j2 h% n - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;0 b8 {" F* P: W8 d7 q/ W
- }
- p$ A" P: h, o8 Q. N4 b - run = () => {// 新线程
]- d! w9 `, W6 `/ }$ Y4 \ - let id = Thread.currentThread().getId();0 F4 t; ]6 o; X' h# I
- print("Thread start:" + id);1 R/ O* X: A/ `9 }8 v) @
- while (state.running) {6 }: \4 g; A3 _2 }; W
- try {7 Y" A4 t- ]- S# ` h9 E
- k += (Date.now() - ti) / 1000 * 0.2;& u5 R$ E# L$ _3 q: t; g$ u3 u
- ti = Date.now();
; j* D" T0 x1 z/ v/ x9 _ - if (k > 1.5) {
. C' V4 H* y$ p4 c( K) D7 } - k = 0;
' ]; G. n* v/ ~+ h - }! F( }# ]9 o) a
- setComp(g, 1);% q# D+ w5 F2 d' l$ W, Z% S
- da(g);5 w* }+ q) C, L! y8 x, f9 O1 e1 d
- let kk = smooth(1, k);//平滑切换透明度3 b1 r2 b& b2 l1 S" g
- setComp(g, kk);6 @2 u% R( L [7 }! [, j0 f
- db(g);1 [$ O' y1 n# {$ c2 K
- t.upload();
f) N3 i4 M! [: z8 r/ s2 m2 m - ctx.setDebugInfo("rt" ,Date.now() - ti);& [, u. C- i9 i2 E& }9 M' p; M$ y
- ctx.setDebugInfo("k", k);5 _# V: {$ S `1 N
- ctx.setDebugInfo("sm", kk);* U6 G! e+ j+ G# O: h+ L
- rt = Date.now() - ti;
4 k5 i- ^% ?/ y) [: K) b - Thread.sleep(ck(rt - 1000 / fps));4 w9 V' R1 r2 C
- ctx.setDebugInfo("error", 0)
( \& `/ l) W5 H: X; j% z0 n3 V - } catch (e) {+ e8 Z: h4 ]6 e6 J: E
- ctx.setDebugInfo("error", e); E3 c5 C* Y! _ r
- }1 u6 E$ m+ ?7 _* @$ V9 P
- }
2 Z. F X" O3 u - print("Thread end:" + id);# C/ R ~- Y1 u: ~$ [
- }& e1 Y7 z3 G2 g2 ~; O
- let th = new Thread(run, "qiehuan");' m8 F' f# `" E0 C/ Z
- th.start();8 X8 i8 q, _+ ]6 Q; }9 y
- }
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- function render(ctx, state, entity) {
- [& O& T$ M. D c& z+ i - state.f.tick();" i7 I6 P7 f7 n- X1 P: K+ S* U4 H
- }$ u7 Q/ O! \" m8 `* V/ }
5 s+ \, {7 o/ K0 _; B( d- function dispose(ctx, state, entity) {& c3 v; f* Q% y6 u+ k4 `$ }8 y
- print("Dispose");* a6 B7 E7 `. X; S+ C, U: s8 O% z
- state.running = false;
/ Z0 j9 b# p+ {8 C1 T ]! B4 l9 @/ a - state.f.close();
, e9 a2 T, M$ d {* C+ s( ` - }
- y1 Y2 A4 h( F2 }
4 P* w& h7 ~6 y- function setComp(g, value) {
- a- T; d! \0 y/ ` - g.setComposite(AlphaComposite.SrcOver.derive(value));
t6 ]8 w: T5 \0 i - }
复制代码
* t0 t$ U5 v3 U7 L1 _7 M/ C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。
6 o3 C4 Q/ Q% j4 V0 ?+ J, V; d& G& N* {2 r6 P% v" R' c
9 Y! u+ j8 j% L9 n$ H顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)) ?' \7 f1 \, M( c$ q0 q2 ^% k1 h
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