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8 r9 q% u6 z) x3 U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。
; L/ |+ i3 t9 X0 e0 i( o. ?3 f. n- importPackage (java.lang);
# a) [" S9 U+ h& b* c% e, ]% j+ I) X - importPackage (java.awt);/ q5 G( X- `" o4 @0 ~# ?4 X A9 |
1 K" j1 W1 U' d" \9 _- include(Resources.id("mtrsteamloco:library/code/face.js"));
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; _2 I9 v* X* B. M6 r! u. c7 x. j6 D- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);7 E) v/ Q! z8 H1 Z0 S7 K9 [# p6 ?
' ^) X2 D) |! T+ \. k- function getW(str, font) {! z3 G' D) f! W3 r |- r4 T
- let frc = Resources.getFontRenderContext();( d6 c$ E2 A6 D
- bounds = font.getStringBounds(str, frc);
+ A8 w5 X$ P/ S$ M8 b: i - return Math.ceil(bounds.getWidth());
5 A) v; N( f& P! v2 a( W - }
; M. d, x, R' d: I7 Q - 9 g9 N# g) @) u: d5 ~* D6 X
- da = (g) => {//底图绘制# d$ n" \% f! k/ b* ^
- g.setColor(Color.BLACK);
' _3 Q/ `; r6 w - g.fillRect(0, 0, 400, 400);: Q- ] ~2 X/ p. t
- }9 ?& ~7 o [+ E( u: X+ r0 t
4 R3 A4 y' M/ d3 Z- db = (g) => {//上层绘制# H$ e5 E4 s% ^2 _+ ?! D N% Y$ y/ E& m4 _
- g.setColor(Color.WHITE);; |8 d) a" I8 v
- g.fillRect(0, 0, 400, 400);& ^7 e1 V" n& c4 r1 n" i
- g.setColor(Color.RED);9 j3 r! \7 f7 Q$ F
- g.setFont(font0);
2 n) I& m8 M5 b! k - let str = "晴纱是男娘";- Q% I5 X1 |5 X$ {
- let ww = 400;
2 w1 t2 c0 G6 I, ^, t( n8 ?9 D& L! B - let w = getW(str, font0);8 c$ N' l8 u9 ^! i
- g.drawString(str, ww / 2 - w / 2, 200);9 C8 n+ m' \: v4 B- y7 m5 g* L
- }
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- const mat = new Matrices();* [: C- F1 v' H# |1 G9 m# n+ |& Z0 e
- mat.translate(0, 0.5, 0);
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+ k @; C8 ?) U7 n( k* g9 T" h- function create(ctx, state, entity) {) P+ q! E0 e5 U% p `! m
- let info = { ?; T2 Y1 d) ]8 q: j" U
- ctx: ctx,
8 q0 I5 Y* J6 H* h4 a# s0 a - isTrain: false,! W( ?( R9 Y, D1 N
- matrices: [mat],- c+ P. K1 o2 [* ]
- texture: [400, 400],1 \9 N( s( V: U5 |8 q
- model: {
8 J2 C, S+ z6 Q' U - renderType: "light",
9 R W5 Y0 v) C6 _, B - size: [1, 1],6 K0 ^+ |+ m+ J& Q
- uvSize: [1, 1]$ @8 ^2 q! T; p- f
- }
n% b& y& r/ c - }
6 |+ y' @& S/ o - let f = new Face(info);
) R6 C1 f- n. J8 ~: u1 ?* q: Y: `2 M - state.f = f;0 r+ h% q. ~; g- M* w3 E( F( G
- / F/ z! k) a" R$ P
- let t = f.texture;3 ^/ z- Z/ p* W) g: r" J
- let g = t.graphics;
( X; x W: H k, t7 h+ N- L - state.running = true;
; Q$ }3 t4 M3 b6 O5 H6 g. q* F- z - let fps = 24;
7 }+ M7 F# |' S m - da(g);//绘制底图$ q5 T3 J& K3 {! ^. O# }. T& N# w$ ]
- t.upload();, S, X& z+ T; U6 v; A4 b/ l* J
- let k = 0;3 r, m4 ~% p- E9 Q2 y0 E4 R+ B. K6 X& U
- let ti = Date.now();- g. q/ Q" m# Q* f7 X& D1 r# O, q
- let rt = 0;
Y8 X! Q1 d; J2 t$ a! w - smooth = (k, v) => {// 平滑变化( |" r, c9 q. u p
- if (v > k) return k;5 P; n: b" a1 T6 r/ U
- if (k < 0) return 0;
! R9 R4 M! m5 u6 C - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;: Z+ x0 g/ ]. p1 ~% |7 |% W
- }$ ^; a6 P( r$ o$ ?# @* n- O3 A
- run = () => {// 新线程
6 D: i, _- N! ?' ^8 X! m - let id = Thread.currentThread().getId();
9 C! `$ {% I& g2 C* d3 o) u/ [ - print("Thread start:" + id);( q$ @4 H) C0 ?! M. l9 E& ?
- while (state.running) {) S- Q9 v7 J' |" K
- try {
" p2 {, H. g; p/ G: q u' B, P - k += (Date.now() - ti) / 1000 * 0.2;/ d. |+ t( j4 J3 |
- ti = Date.now();) c5 p _, z F$ o m- B
- if (k > 1.5) {
# Q" P1 }6 ]; x7 o7 t+ R: R9 k4 c - k = 0;1 o( e5 c9 O+ u/ W
- }* f3 U; @9 a5 H% m4 \* D" p" ^) F
- setComp(g, 1);
* ^/ P+ M/ E* u1 Q- |, o' j - da(g);
/ ?4 F. [' U7 `' s - let kk = smooth(1, k);//平滑切换透明度
4 y! T3 O( @6 j - setComp(g, kk);
4 `% H9 H5 w/ a- N2 B - db(g);
. r$ F2 x8 V; z. \" H+ l$ Z - t.upload();
) t% ?/ n3 b7 W - ctx.setDebugInfo("rt" ,Date.now() - ti);
8 z$ |& O. j0 q4 @* m, i - ctx.setDebugInfo("k", k);2 k) h9 S+ A% K( R9 }7 b* M
- ctx.setDebugInfo("sm", kk);5 c. e J8 _ f( G p7 E
- rt = Date.now() - ti;/ ~, X ?* [) r" B3 V
- Thread.sleep(ck(rt - 1000 / fps));
" V' l6 z& U# R2 w7 m' r - ctx.setDebugInfo("error", 0)" A8 [. w% h$ N
- } catch (e) {
1 F k' L/ E. B) Q, H - ctx.setDebugInfo("error", e);
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- }* b. I$ ^: `! O, Q
- print("Thread end:" + id);
5 a, n" m7 o! d; k6 [- U! s6 Y - }
: z' Y V6 u8 \3 S# D2 g9 J - let th = new Thread(run, "qiehuan");
, z: {; l' B- {% t. }; N7 y - th.start();
6 H' l' P& w. h1 `) Q& H - }
8 G2 Q- N: W. C/ l# ?7 u
: w/ h% e& E7 A1 g9 K; @' c8 P- function render(ctx, state, entity) {
% Z( T' s/ L* K: L3 y) c - state.f.tick();
* t, [. F; f: y3 S' _7 l - }
! _* X: X, y* } - * T7 ?8 @+ D5 b/ o. Y. I
- function dispose(ctx, state, entity) {
& @% k) Z4 |# Z - print("Dispose");
2 s3 u( d: o+ L8 b5 @' H5 H& n - state.running = false;) V$ y; X! L# {* z- g
- state.f.close();9 z, R) F9 \/ @ }1 S' p
- }
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# ^; j) J1 z: c) z4 T- y& D( W+ k- function setComp(g, value) {
/ `: K: a( ]6 L - g.setComposite(AlphaComposite.SrcOver.derive(value));
# k* O9 I8 Y) b - }
复制代码 3 {8 a5 r7 }2 h; f5 \- y! h, l6 k
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。, J0 e- M# [: w m
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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)
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