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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。" s1 @# v! Y, g1 d% d1 t
- importPackage (java.lang);
) |7 p7 X" d* U4 R) h x' ]2 b, y" o - importPackage (java.awt);* N' C8 p K6 v, X# F& x5 y
- ' S6 P( s N6 o/ V8 f h( ~4 B( X9 |
- include(Resources.id("mtrsteamloco:library/code/face.js"));& X2 c! M1 ?/ U. z! i
- $ {) h( H8 b5 w( h
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);2 E8 `# D6 Y- B& [* V+ L1 ]; x
- ' U, B: k, O) F5 `, O7 @! j2 w' S# ]
- function getW(str, font) {
3 X$ R+ O' m) n: m& X& l( `! G ] - let frc = Resources.getFontRenderContext();
6 n! d0 d( x W* g2 _) f" E - bounds = font.getStringBounds(str, frc);
: B" r: }/ Y5 m& U1 _" Y - return Math.ceil(bounds.getWidth());
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- ( [5 ]% ?6 P2 F# ]& J
- da = (g) => {//底图绘制
2 f7 F8 I7 M! O& }* C9 q, F - g.setColor(Color.BLACK);
) _, `8 Y! ?& B& m+ J# b - g.fillRect(0, 0, 400, 400);
2 c6 h* V( `5 ]# S, P0 \ - }) E8 ^, w7 D& b/ y4 A' I# Y
" L/ V+ z% b7 K q- db = (g) => {//上层绘制( @, J) n1 c6 l" `. r; C
- g.setColor(Color.WHITE);
2 \) ]. j" [( a - g.fillRect(0, 0, 400, 400);! y3 }8 t% a- T4 s8 d# U
- g.setColor(Color.RED);
, @# q2 i; `' F' s# r - g.setFont(font0);
0 v0 F( F' l+ x' a! [- T8 _1 c6 t - let str = "晴纱是男娘";
1 {9 N4 t. o& E2 J - let ww = 400;
& z+ S% b# b: w; ] - let w = getW(str, font0);: J" q& x$ W1 K/ J ?. ?) G0 t, A
- g.drawString(str, ww / 2 - w / 2, 200);) y, q9 Z( h! m o1 E% o5 N
- }
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8 b5 i4 {7 h6 m- const mat = new Matrices();% T- h: l$ Q( t' `! I: s( p
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
! g9 D- o2 M. b. n - let info = {" E4 H1 V! ~1 W- \) _; D* N
- ctx: ctx,
0 Y. e. i% C* c/ c8 R& k2 z - isTrain: false,
4 ^" w9 u2 q" d0 [/ v- ]7 Z - matrices: [mat],
! e$ Z8 B7 w/ F" X, A- _, g9 h - texture: [400, 400],
/ Q, A! g# }6 b( y: V - model: {$ a* t4 N2 p& `
- renderType: "light",
( y0 }5 }. ~0 O5 c1 L. O9 R - size: [1, 1],
1 e; i" b; s& Q+ a3 i c7 i, L - uvSize: [1, 1]3 _/ C6 G1 j- O3 b
- }
1 g) B* d1 Z: l- e- s3 ` - }
2 c5 p: I, L1 h0 k - let f = new Face(info);4 s5 ~- D* O: Z) D+ O
- state.f = f;4 C% m& L& ~: _& _9 `
0 g7 @6 L+ l- e3 _* h$ T; [6 X- let t = f.texture;
M% P B1 p0 B( T - let g = t.graphics;
1 ]8 D3 h1 `. D( G% k- ?( f* H. N - state.running = true;
6 B; D P. H% _ - let fps = 24;
2 L4 e) m4 m. l6 I3 ^; u m - da(g);//绘制底图- {" |! _ @; u4 Y: o
- t.upload();
+ y0 J6 ~; g5 J B$ X7 P - let k = 0;
4 T: a% x+ g1 p* a$ G - let ti = Date.now();
8 m( Z9 V3 Z. D0 Z0 v' i& \ - let rt = 0;
2 j8 }5 o) X7 l! O; S. X* C - smooth = (k, v) => {// 平滑变化 K& y/ A4 E# ^ r
- if (v > k) return k;* P3 M- S2 s/ e! t, q
- if (k < 0) return 0;" F( w/ r; Z+ h9 d
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;6 U. {- g8 \( s# ~+ d+ I) A' w2 \9 q
- }" T" V. e+ S2 O% j
- run = () => {// 新线程
( c, A* V0 m" a. } - let id = Thread.currentThread().getId();
6 m6 F$ {: j: t8 b' P' h, C! R% Y( Z - print("Thread start:" + id);0 e; C5 M& G8 s9 b! h6 x
- while (state.running) {+ \. F( q9 R% |$ c7 J( I
- try {
& y7 g B7 O$ u0 Z: ~ - k += (Date.now() - ti) / 1000 * 0.2;
" c$ b- x" Q3 f. _3 V" k f; K - ti = Date.now();
4 @2 c; w! Z9 R! A& Y* | - if (k > 1.5) {
/ f4 S% c' u3 D2 m - k = 0; O |8 x0 p) X" m8 C
- }/ F5 _# {6 B, |
- setComp(g, 1);
5 Z& C9 o$ b( m: m( u' u6 ~6 @ - da(g);
V- a: @. M0 Q3 H4 J( e- B - let kk = smooth(1, k);//平滑切换透明度
% n) z/ A+ h9 ]5 g) E - setComp(g, kk);
# o* N- u0 P5 z$ [2 @ - db(g);
6 F, o% y- N5 Q - t.upload();$ A% |: U- G4 Y+ y5 L9 [8 Y) y
- ctx.setDebugInfo("rt" ,Date.now() - ti);4 {' E: s2 N9 T3 C4 C5 W; H
- ctx.setDebugInfo("k", k);
7 a& ^5 G$ `! W% Y - ctx.setDebugInfo("sm", kk);# o0 Q8 H8 ~5 ^8 Q9 y. W
- rt = Date.now() - ti;2 [7 r; R0 ?5 X
- Thread.sleep(ck(rt - 1000 / fps));7 n3 H4 D* w' u
- ctx.setDebugInfo("error", 0)+ F5 n; P0 n+ g% k, `' I* z
- } catch (e) {
4 x3 x' E- J5 `3 X. A# z - ctx.setDebugInfo("error", e);6 s3 X/ H. R0 X3 H
- }# @" c A$ x+ R+ E0 z( h3 b
- }
* U& `: C% d$ n! F% q - print("Thread end:" + id);, B# S% O& u4 h6 ?2 ~+ }0 g
- }5 B# N8 U+ i1 X- L8 u
- let th = new Thread(run, "qiehuan");
: v- G4 ~) S; l4 M- C% u - th.start();
) y( g0 Z$ T, }" s3 w - }
7 w* a4 D; i6 p- c) _( n
+ h* d3 p* |+ g! a5 W" c- function render(ctx, state, entity) {
. h/ b x% r: e! A* u - state.f.tick();/ `! O1 J* h# u2 h9 U9 b. |
- }$ B' }5 i, N! E7 C$ Z
- - T" L6 r9 ~( K6 q
- function dispose(ctx, state, entity) {+ l2 Z- t" D8 x1 f2 `2 B' M
- print("Dispose");# a& ? R4 _, [7 u
- state.running = false;7 P' Q; d3 Y! {# R* Y) L P% @7 L! s: @# `
- state.f.close();5 p' u. a" h( U/ M
- }
7 T2 d i$ `& F4 v
+ t) ]. G- D b" g- function setComp(g, value) {+ v2 e) E% v8 s/ d# ?4 K- E: d
- g.setComposite(AlphaComposite.SrcOver.derive(value));: u' |4 G4 q( J5 ^' |
- }
复制代码 ) w* C( r$ X; K% T8 R
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) f0 n0 K. G u8 C5 w5 z, f, A; t" c
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