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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。
3 c: r# E; S% J, i, P+ m; }! B- importPackage (java.lang);
3 j o7 |- ~, f# U. F - importPackage (java.awt);6 H& D& K" K; P6 ]% O5 w
- O' u3 J2 Z, C5 J5 q _4 v: U
- include(Resources.id("mtrsteamloco:library/code/face.js"));
# R: Z7 k! L! X* I6 i; g1 p+ ] - ' f, D8 u$ q7 y! _ c8 H$ O
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);, h, E% q2 n7 n/ v8 y8 y
- - [# ^+ e& s# G. n
- function getW(str, font) {& T0 _- L- x- \" u; P
- let frc = Resources.getFontRenderContext();7 _$ Y6 ^3 W* B
- bounds = font.getStringBounds(str, frc);
$ Z. ?4 K, C& w7 X/ f# ?. O - return Math.ceil(bounds.getWidth());* p" d) T4 ^2 ?2 R
- }
# P$ d! z$ w) m3 q - ! ~. |8 \% P/ U0 @& b7 _
- da = (g) => {//底图绘制. r. k. G( l8 R8 V2 r& V5 h
- g.setColor(Color.BLACK); M9 r% F. u5 [8 ]$ u: s
- g.fillRect(0, 0, 400, 400);
. s% o# \) t/ d6 |/ x( C" o; N - }
* s5 y' R8 `5 X+ k+ ?
( w( C Q9 S. U* J5 ]7 T- db = (g) => {//上层绘制 `. Z4 s' |- Y, E+ z5 j* l( u
- g.setColor(Color.WHITE);
6 |3 M* y4 A- F E; u - g.fillRect(0, 0, 400, 400);, f; Z4 i' d' q5 B' i
- g.setColor(Color.RED);
* A$ V2 q4 o; O0 O, n2 W - g.setFont(font0);8 _; T3 m3 d5 p" o
- let str = "晴纱是男娘";0 D6 ]; Y1 b) n/ @5 z# d
- let ww = 400;/ e6 h& x/ V) A# I, a( P
- let w = getW(str, font0);3 @. D6 A! t6 H- ]
- g.drawString(str, ww / 2 - w / 2, 200);
- s: U: g! K9 Y, G - }
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: n$ d O1 p: d% F- const mat = new Matrices();, [1 p ?4 I% N' t4 G8 Y
- mat.translate(0, 0.5, 0);$ Y6 f9 B/ _$ n$ e
- 0 F$ w' P; p/ ~+ U
- function create(ctx, state, entity) {
3 \% x8 l' S- T9 H! \: b3 v( Z* n& S - let info = {
0 P9 _- n. d( \ - ctx: ctx,* C4 E6 f- h2 ~, I% t
- isTrain: false,
$ J- V$ p" }6 \0 f - matrices: [mat],
" ^6 f2 ?: d" S: A. q# E - texture: [400, 400],. h [3 E$ I% A( Y; |& `# U
- model: {" B6 I% c& w2 L+ `
- renderType: "light",
& @ a; S- s7 B7 ]( A& K - size: [1, 1],
* s! @& X6 z' V - uvSize: [1, 1]
" P# h6 D% P7 t - }
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- let f = new Face(info);
+ K7 J+ A7 S! _; W" \ - state.f = f;/ c8 |9 \+ \+ N1 p K# [* p
$ e5 z1 T7 e* S/ G: `* Z+ D- let t = f.texture;
0 k5 Z# A7 m: }, r; |2 ^ - let g = t.graphics;" H/ F8 N( F0 z
- state.running = true;: q) J5 _& N9 l4 I Z
- let fps = 24;( L6 Z; Z1 X$ I$ |7 a
- da(g);//绘制底图
3 d+ \% f2 w! G$ b* W9 o/ x0 Y; Q - t.upload();' y8 T5 k+ g& Q
- let k = 0;
5 ]3 C# d, ?* A7 k4 i3 T* p$ e - let ti = Date.now();
7 y7 i7 T+ O$ T - let rt = 0;6 ]* O9 [2 P5 ?6 O, Y6 i9 b
- smooth = (k, v) => {// 平滑变化
0 Y' \) _$ B7 x1 Q - if (v > k) return k;1 F' a$ f' D5 R2 P3 i: E- m7 X/ D
- if (k < 0) return 0;+ ]' W1 x" l) ~" t" `
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
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- run = () => {// 新线程
" r, F1 ~2 y R* }7 E1 A - let id = Thread.currentThread().getId();" U/ |; q: J& @3 e4 z( N
- print("Thread start:" + id);
0 Q0 i5 n8 E6 l, K. P& ?' V& ^ - while (state.running) {
! w% @& C) t# P( v2 T. t) H4 d - try {
0 O/ ]( [ K0 [( x - k += (Date.now() - ti) / 1000 * 0.2;( d! u7 Y# Z# C/ v; r
- ti = Date.now();4 }0 c8 F8 T6 {, s. j# ^
- if (k > 1.5) {# X% U R9 i I0 q/ ^0 k
- k = 0;
! M6 G% _( \1 _2 G3 N - }
5 }0 M$ n# _ q0 s% V* y) S1 x0 e5 M8 L - setComp(g, 1);
7 f6 E1 K1 o2 M4 p# P& M - da(g);# r2 p- k! J' t, w# K' Z
- let kk = smooth(1, k);//平滑切换透明度; F% D; H5 T5 \& U
- setComp(g, kk);; Z8 i8 t4 L( h# T0 b) R
- db(g);$ w/ a: N1 F0 U4 _0 q9 ]3 \6 F
- t.upload();
6 ~( r) _) J+ E- {* i" D - ctx.setDebugInfo("rt" ,Date.now() - ti);/ n# A! r) n" x" i
- ctx.setDebugInfo("k", k);
- x: o! _+ ^* p* T - ctx.setDebugInfo("sm", kk);
$ \/ R" T1 H% V! q1 V; G0 F - rt = Date.now() - ti;
( N+ v& y! w5 e4 z - Thread.sleep(ck(rt - 1000 / fps));/ b8 U6 A$ b# q! T9 W. N
- ctx.setDebugInfo("error", 0)
8 V0 E" k6 {, g) |+ D - } catch (e) {
+ v, S# ^ C5 ~- q! g" d* W9 s - ctx.setDebugInfo("error", e);
) u. h7 a; J4 @# R5 L! N - }
- o* ~4 o5 a7 _+ O9 u2 O3 h* a9 A - } P, `5 F# ]; ~9 {7 Z5 O8 P4 D/ b
- print("Thread end:" + id);0 _ Y7 t7 x2 n0 L: [, t
- }
+ o g8 U+ N" g" H - let th = new Thread(run, "qiehuan");8 F: }$ g0 K- M8 \6 j1 P2 [6 E6 ^
- th.start();3 E' |% `% L( c j
- }
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- function render(ctx, state, entity) {3 {7 w2 b+ E8 [- K% \% B
- state.f.tick();
" L7 L' q6 ?% ~( q s - }
# c5 H0 A% x$ q+ Q
. M3 l) Y2 u, _( n- function dispose(ctx, state, entity) {
1 J+ X, R/ \2 t- l - print("Dispose");$ R2 F; G; u8 x5 Z. i
- state.running = false;; Q5 _8 S. k+ b9 b
- state.f.close();+ V# X$ f. z( h8 W
- }2 }- `4 Z, x A) g+ e, U9 m2 \
- . E$ U5 u3 K, m
- function setComp(g, value) {. u, K1 Y) i' h# F$ x6 n( H4 D4 F
- g.setComposite(AlphaComposite.SrcOver.derive(value));1 N5 `- z) A2 S4 P) S8 j- l
- }
复制代码
# ~! g7 Q5 t# R1 d) R4 b1 V; S2 X1 D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)% K2 q0 X" E7 x" G. T
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