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o8 }6 ?& V. {. c9 r" m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。
9 g6 }. [4 f1 J# K( h* J9 D+ n- U- importPackage (java.lang);" _& g" r6 ]* I3 m
- importPackage (java.awt);9 o3 G% y; ?: S) d1 a" `/ S1 I* U8 c: u
- 2 H( G4 Y1 R5 o o& |5 V
- include(Resources.id("mtrsteamloco:library/code/face.js"));4 e4 {4 ^. u8 O: M
: _9 {- J. i% O: R- B$ W- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);! c0 L! r/ b5 b, ^& l- V
- , O2 a5 G) h/ ?& g) r" D3 e
- function getW(str, font) {9 g/ j5 _6 ~) p) f
- let frc = Resources.getFontRenderContext();$ \8 ]# U2 R7 G- ~* z
- bounds = font.getStringBounds(str, frc);! T! d, N6 t5 {; R$ H$ h8 h
- return Math.ceil(bounds.getWidth());: F) `+ I3 w3 X9 w0 W
- }
# V7 b+ }+ B. \8 V3 G
5 |- w% t1 M6 t2 y9 ^- da = (g) => {//底图绘制( s- E7 q% N) G
- g.setColor(Color.BLACK);
' o* [; ~! c) d; a- O- h0 B9 ^ - g.fillRect(0, 0, 400, 400);$ A$ G$ q# c( o
- }
7 Y. X$ e1 e" U7 a# G# a - 5 Y% f. ?6 Z9 }! L
- db = (g) => {//上层绘制; Y9 I6 f* b2 F: n
- g.setColor(Color.WHITE); }/ ]$ X0 I5 J% a* A. N# }/ x
- g.fillRect(0, 0, 400, 400);
8 e, n1 X. S) q - g.setColor(Color.RED);
: n& U S3 U& T) Z( u/ ] - g.setFont(font0);" ~. X# N: g. w( v( W: V: K
- let str = "晴纱是男娘";( c5 e& ^3 y7 L8 }8 E% | Y
- let ww = 400;; X# K- {. \, \# i, ?
- let w = getW(str, font0);
% a: G6 A7 Z5 [/ [8 n* _ K - g.drawString(str, ww / 2 - w / 2, 200);
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% I( l" l' ]. H4 t4 l& l% R- const mat = new Matrices();+ C) @! f5 h, ~ g8 G) Z$ L
- mat.translate(0, 0.5, 0);6 {8 l3 v8 N% e% ]0 M& w% o
0 @1 ] }# \0 A% j. z- function create(ctx, state, entity) {
6 |0 l: R* y7 ^- _# Y" q% ]7 y - let info = { W+ f5 }4 i/ M
- ctx: ctx,
6 I0 R2 h) i$ q/ w" ^/ c. b - isTrain: false,: \. h$ ^8 [& O
- matrices: [mat],
% m0 t1 m2 ?$ X# T. V! y - texture: [400, 400],
: H' ?4 A' r. I. A - model: {- v5 x6 ^$ s. v" ^! p
- renderType: "light",& ]% i! @1 V( ^0 N \- X4 f
- size: [1, 1],# I+ Q1 L9 w5 \" `, a, w
- uvSize: [1, 1]
& N) P3 m* v7 e* [9 h( d; }% Q- M - }
, q5 F2 e/ Y5 Z V - }
+ A3 `0 Q( W4 v& N& c3 s1 b - let f = new Face(info);% S6 |# \! o* b: Q- J
- state.f = f;/ P' s L- r9 P
- ! x: Q& D7 }1 \: W
- let t = f.texture;
# E3 ^6 ^$ @) ]" u# s - let g = t.graphics;
8 [9 R* e" a( ~; b8 b - state.running = true;
% [5 [- X( P6 c- w0 \0 g - let fps = 24;
8 l2 s& ]3 W& R( R6 j( S4 H - da(g);//绘制底图% Y" u+ d2 p3 o/ D
- t.upload();5 S% \0 D' w: ~/ D" y( N
- let k = 0;
# r5 y1 Z6 U) h7 m: N) S - let ti = Date.now();7 |, \5 C: w8 E7 Y
- let rt = 0;0 [- b3 R4 E& a8 E8 D
- smooth = (k, v) => {// 平滑变化3 O* m% N9 m* G, @3 @
- if (v > k) return k;) [* l% m. D* J f. y
- if (k < 0) return 0;3 @; b; u$ k- z8 r P+ S
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;2 q* f: Q. Q5 [
- }
) O& `7 P8 b8 c; ?9 Z, `2 o - run = () => {// 新线程
- E7 Q5 g1 B" t9 K" r7 w( \ - let id = Thread.currentThread().getId();
- o4 M/ I" d3 ]3 J4 [0 c. b - print("Thread start:" + id);
5 y$ I& G! D1 S* }& p" n - while (state.running) {
3 c4 o+ d0 P5 Y - try {
4 d( I* Z$ P/ l& O$ D+ Y0 t - k += (Date.now() - ti) / 1000 * 0.2;
2 ?) K. [2 g+ u" ^( c; ] - ti = Date.now();
& P: E: l `$ l, f+ q. J - if (k > 1.5) {, m: {; H' Z2 j. Q4 ~! b
- k = 0;
% W5 F* T& {+ [1 c - }
S0 q" a2 q) L/ ^& w* C$ g8 V6 r, u - setComp(g, 1);. Q {# _% \& f- W5 C
- da(g);
/ f! s* E& H O3 j+ [7 G& {! _* d8 w - let kk = smooth(1, k);//平滑切换透明度
; |* }" g" F' a' u - setComp(g, kk);
% J# W% q: D2 v, V/ I9 e - db(g); e8 f- I( s3 y m' h1 f
- t.upload();7 z& ?$ Y: C6 D% c
- ctx.setDebugInfo("rt" ,Date.now() - ti);
" F0 v8 q6 R/ _, J! n - ctx.setDebugInfo("k", k);
# K# Q# X) I$ m4 s: @ - ctx.setDebugInfo("sm", kk);
! l. x5 m& [# }2 l - rt = Date.now() - ti;* G0 J+ e3 o7 R5 c( [; x
- Thread.sleep(ck(rt - 1000 / fps));
8 c9 @2 s; Y, ^. A - ctx.setDebugInfo("error", 0). }/ [; R7 e5 t+ M! _
- } catch (e) {
0 T) B) A. a2 L% D" O! X3 L9 z( L - ctx.setDebugInfo("error", e);: g/ F+ x9 v. z q$ r9 C. m
- }4 Z7 W# G% Q0 z0 S# R
- }
9 i. q3 z" m& N9 b! Q - print("Thread end:" + id);# _2 \; ~, {9 e% o/ ]# |; l
- }
9 @" v5 M- L* F7 P5 d" c9 @ - let th = new Thread(run, "qiehuan");
4 O( _/ @- B# { - th.start(); W& i9 V+ T: a
- }+ q# a7 W. j; D, d0 `& S- t$ R
+ `1 ^# |" X/ V6 \- function render(ctx, state, entity) {
' M& x; j4 r. \3 h - state.f.tick();( h) i/ m: o+ {' X) k, u
- }
. t) v" X5 d* y7 N2 ]$ p- I - 0 }$ P9 v- u9 Q. A# r
- function dispose(ctx, state, entity) {
5 K/ f6 V F5 G* \/ W - print("Dispose");3 f; k, W+ h, Y: y! @5 h
- state.running = false;- \; _0 q' Y, j/ G$ \% b* W
- state.f.close();4 f) Y$ Y2 b4 k {
- }. ^* V# B9 j- O
2 H3 \3 s- g/ ?; W& X- function setComp(g, value) {
2 w- ]: K' v4 p$ i - g.setComposite(AlphaComposite.SrcOver.derive(value));# B- F- k& l7 F3 I/ r
- }
复制代码
T4 d+ @9 p* ~7 h( z# p9 X4 ]- w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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0 R: c% H' A) \
6 u/ F# Z2 N, C1 Y1 b# x, u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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