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/ Q0 Q1 g% F- B. x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。
& |8 X+ i; e( ~* Z0 t' V& k5 b0 k; w- importPackage (java.lang);, y* x& B2 M a# \
- importPackage (java.awt);
3 w) C J0 A8 [& W4 C2 P+ ^ - ! G/ F' `6 m. [
- include(Resources.id("mtrsteamloco:library/code/face.js"));
* ]- u* D# v4 d7 ^7 b
$ b& ^# o0 ~0 } P7 p- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);9 l4 b# s9 a- r) N
5 Z/ P& h7 W8 k1 `- function getW(str, font) {
. \* F4 d" l' P$ x" K" E - let frc = Resources.getFontRenderContext();4 _2 m0 D7 l( |4 g X5 ~
- bounds = font.getStringBounds(str, frc);
5 N6 C4 a* H( Y& x/ s2 c# h - return Math.ceil(bounds.getWidth());" u, I9 z3 v; _ x
- }
3 b) j% i1 H; Z+ n; Y) C - $ `$ M6 a6 o7 {) c$ L
- da = (g) => {//底图绘制
) e( l9 n2 e7 F. Y7 v+ ] - g.setColor(Color.BLACK);2 L4 D5 |# b; u4 V; I \+ f2 x% S
- g.fillRect(0, 0, 400, 400);
( Z) d/ j3 |9 w8 u! u( w5 M - }+ [3 q' `% M* f. G( y& v
- 5 ^; u! [. N1 \! r4 x1 _
- db = (g) => {//上层绘制
+ m& A' O5 R! K8 y* c - g.setColor(Color.WHITE);
) I* b ], x; _' h3 a - g.fillRect(0, 0, 400, 400);
# y \( V# R: s# F7 Y$ |9 V - g.setColor(Color.RED);# {" o0 C' T5 \/ ^* o' y, m# Z/ _
- g.setFont(font0);6 ]9 R) J# z+ R2 o
- let str = "晴纱是男娘";
9 g. ]0 r# W `2 Z+ ]4 U - let ww = 400;" h) C9 F3 W% s! S2 K" w) k
- let w = getW(str, font0);
( ?6 ?" O1 i/ }( Q - g.drawString(str, ww / 2 - w / 2, 200);
( L" y: w9 o8 u9 a9 q - }
5 |! z% l! V, D- q$ v/ P0 p7 T
6 B G! M; ~! P7 |+ n- const mat = new Matrices();
) @& ~9 `% v' g: F3 v2 F8 D - mat.translate(0, 0.5, 0);
6 N/ A! y4 B5 n - % P; G2 G3 N2 K8 K+ [, W
- function create(ctx, state, entity) {
) H Y- U+ N X3 B( e" h& ]; w - let info = {
* [* W3 L% Z8 F# O* s7 r- @8 n - ctx: ctx,
' m! I% o' u3 _ - isTrain: false,/ s% I, a9 ]! D1 P
- matrices: [mat],; m5 W9 p1 B4 \* F1 t! I6 Z
- texture: [400, 400],
* C. F }3 S/ y H% K9 J7 @ - model: {- L. D ^1 @) k8 L. h
- renderType: "light",
% S& G6 Q2 ^% M, p$ d9 V - size: [1, 1],
: e8 L/ v$ C" T- p1 N+ m! x - uvSize: [1, 1]4 b2 z) a9 { \, s0 |( l: \% S
- }5 R8 m( U& T" t; S; P- k ]
- }
- {% I9 B! u6 c" e - let f = new Face(info);
+ m T" G0 p1 R - state.f = f;
/ g* f; p; |3 m* s$ Y
2 s9 f/ e4 U0 k- let t = f.texture;; b% s W4 s E3 E
- let g = t.graphics;
' C) ?( @3 a- u7 Q - state.running = true;8 e, T1 r& ]- f, ]6 i
- let fps = 24;6 |$ n9 k7 E5 F* `
- da(g);//绘制底图! L% {& S$ ?3 d6 F2 [( V; |5 U
- t.upload();
; \0 W1 N. y$ G& a- U; J S - let k = 0;: L% d p, R+ y, f+ `5 c
- let ti = Date.now();; [. z3 a3 s: q: a
- let rt = 0;
. A3 o( D" x ^$ d0 Y - smooth = (k, v) => {// 平滑变化
9 x( E4 r% a }& G0 @; v6 h: K - if (v > k) return k;5 P* d3 X* f2 v! {6 [" d
- if (k < 0) return 0;
" O& U+ t5 |" X - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;, d1 A$ \ w( n0 M, j& d
- }4 L! m- Q3 R. ^6 ]6 ?
- run = () => {// 新线程
7 n1 j9 I' z9 A( R: G) P - let id = Thread.currentThread().getId();# t) \9 S/ s$ I$ x! `7 T) X' x8 M
- print("Thread start:" + id);7 }# `6 r, _1 {0 I3 [7 G5 I) p7 Q
- while (state.running) {7 p. [" F% ]0 k! H3 I
- try {
& g( [" k1 I9 d {. ]. ? - k += (Date.now() - ti) / 1000 * 0.2;
* i8 F& L! S' { k' J! q* r1 N - ti = Date.now();
, g5 O d- c$ D1 X8 F6 x5 m - if (k > 1.5) {
) \5 k T; u* K ~2 {! Y - k = 0;7 d2 C/ ?9 Y' d# R* p. i
- }
6 ]/ ]$ F5 }: E1 @3 Y( p4 e* M - setComp(g, 1);
. z( j4 S8 q* ], f3 r( J) b - da(g);
" y: v) v: N- y K - let kk = smooth(1, k);//平滑切换透明度- e, ^- Q) Q/ P4 N
- setComp(g, kk);' A1 }/ B% T/ d
- db(g);7 @, n" s; X# ]
- t.upload();0 S ~% b( k" \! ~
- ctx.setDebugInfo("rt" ,Date.now() - ti);6 i2 I; W+ r- ^* v; ~
- ctx.setDebugInfo("k", k);
& c7 ^% P6 Q) K/ d# a - ctx.setDebugInfo("sm", kk);# x' \! h* p$ m' k- A, J0 W# W
- rt = Date.now() - ti;
8 h5 p5 d" j: y - Thread.sleep(ck(rt - 1000 / fps));
) O$ e f3 w# U f, P" M- { - ctx.setDebugInfo("error", 0)" v/ q4 G8 x) e# c0 e! x" R
- } catch (e) {2 C, [. i2 E% V' d( D
- ctx.setDebugInfo("error", e);
) B+ M1 ?) d- e3 C - }. x) I! p1 j0 O0 F. R$ o
- }
! Y0 [5 j2 L% s6 L0 @ - print("Thread end:" + id);
, d) X+ j! C4 g$ `: p - }3 N P- Q% n" ?3 p+ ^
- let th = new Thread(run, "qiehuan");
+ }5 D+ \+ A. G - th.start();( s* e6 Y* j. ]( y/ y* m( f
- }
% U+ |6 D( M* Z( H. B
& U: d$ U- F+ u# J$ N1 P0 Z: ?: \( Q- function render(ctx, state, entity) {$ |0 d+ {, g" |5 k$ u4 P: Y
- state.f.tick();8 i6 l- d, `! |5 H9 U
- }
4 W$ K ]1 Z8 _0 _ - + g* F. M0 N4 r- {( p2 l+ S
- function dispose(ctx, state, entity) {6 p- J, y/ @0 ^: x
- print("Dispose");
: P& U' V3 D' Q0 E$ X6 Q - state.running = false;
( p+ R- G3 C4 @; T - state.f.close();
# W% \" v1 Y" P) `/ o( V - }
3 K2 n- r5 b) X8 d1 V - " L" w4 q, m1 ^; _+ {) x: S1 b1 w
- function setComp(g, value) {' [# T( B5 R! I8 j
- g.setComposite(AlphaComposite.SrcOver.derive(value));- {$ ?+ T: R9 s( ~" m: d
- }
复制代码
- ?7 R4 i- u2 n$ I" [9 o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。" M+ U, B( F4 o8 m, Q1 @( h
2 \! q, \+ @& t) z
( M9 G7 w7 I5 T6 [7 \顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)( v3 z/ ` ~: B } c) }
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