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, y* w7 n5 c' P* d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。
1 D) i% l. x( ~: {- r( K% M* r- importPackage (java.lang);2 I/ d3 d% K+ k$ p9 I
- importPackage (java.awt);
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- include(Resources.id("mtrsteamloco:library/code/face.js"));8 V1 |6 {# m( c( A4 x1 c! R c- ^
- 6 w1 J4 N$ h) k. k5 u2 v: b& A+ T" W
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
, F, v# n' {7 ^ - ! s" v0 @! H8 F3 Y0 `& {
- function getW(str, font) {, M" J* e" W! ~* c7 p
- let frc = Resources.getFontRenderContext();5 ^" Y/ E3 ?! r
- bounds = font.getStringBounds(str, frc);
% [( W( z% p' d# x q+ g - return Math.ceil(bounds.getWidth());
4 J( o M( @; A" U, G. c - }
2 N: K5 G" r3 L- T2 x9 k) ?
- R1 w. k' R- h( _3 }) b- da = (g) => {//底图绘制
& B) l+ e2 j, R9 k- w& R1 m - g.setColor(Color.BLACK);! M3 t9 ~1 ^! X1 t& N: ?( U
- g.fillRect(0, 0, 400, 400);
- {3 w+ u2 ] _3 Z+ b* |6 \# u; n - }1 ~. B! M* |5 m# d3 M' _. @
# ^# P# c: ^+ \) k- db = (g) => {//上层绘制
& u6 v9 L+ S* R4 q' Y C3 D/ p - g.setColor(Color.WHITE);
2 y3 \: H& B* L, h& G/ B+ r5 [- Y% P - g.fillRect(0, 0, 400, 400);9 t0 _5 K' i" g1 r- s' S# w
- g.setColor(Color.RED);
1 ~0 }' G* O0 Q" q: | - g.setFont(font0);
) T& S4 W0 Q @: ~# t3 M" {! q4 C - let str = "晴纱是男娘";) [ ]) @3 N) S% N( U) l
- let ww = 400;
* o" I0 D8 J( Z - let w = getW(str, font0);
" f* {1 c% ~( c2 J+ j - g.drawString(str, ww / 2 - w / 2, 200);* g) Z" Z% i# E% X8 ?$ [) Y: \
- }
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, S3 R) U) q; _1 \+ h1 C- u- const mat = new Matrices();) `; f2 X4 C' y4 x
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
* E: J2 Q' x% r6 P, Q - let info = {
7 a7 @! A7 W7 g - ctx: ctx,7 ]' @8 g- P0 c* x
- isTrain: false,& {# d5 m: C, \( C3 A
- matrices: [mat],
% K7 v8 K, l8 t5 f - texture: [400, 400],
; o& ^, }% i% Y - model: {
! m$ ~- w8 t7 B6 Q% K - renderType: "light",2 W% s* k% }9 i1 q
- size: [1, 1],) @' j+ o+ p6 Y8 C8 J/ A, n% K
- uvSize: [1, 1]
& P6 Z$ j s9 E - }
6 `! x% s1 d8 u* T - }
. y2 a2 R' E6 I& ]7 N# o - let f = new Face(info);
6 A# r( q# L2 s8 r' m) O$ W5 d - state.f = f;
! X' `9 k- W$ B& H/ x# B- ? - ' e% ?9 a3 d- P
- let t = f.texture;+ [- {$ w+ K% Y1 B
- let g = t.graphics;/ {. A; k2 Z/ ], g/ a! A- K
- state.running = true;& {- u% m [, T; j- ?
- let fps = 24;+ X+ F3 c& k. ~/ [ \
- da(g);//绘制底图
) J6 i, f5 S% d# T; k* {6 j( ~) N- @ - t.upload();- T# i, a+ r2 r* n! K6 T: _0 O
- let k = 0;1 q3 \6 G" T5 f- r
- let ti = Date.now();! E, @& v3 z5 J; Y: V
- let rt = 0;
* A1 L, {; M) @# M7 `: H - smooth = (k, v) => {// 平滑变化 V( E; |, j4 W3 J, H* S
- if (v > k) return k;6 R+ S# s; Z9 Q( O' b: n
- if (k < 0) return 0;" r$ Z! N2 Q+ D+ D3 V5 J4 O) v) R
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
+ K- d+ q, P" c+ C4 p. V - }
0 E$ N! q& F( {# p2 V - run = () => {// 新线程1 E w0 f/ e9 O b9 E1 e4 p
- let id = Thread.currentThread().getId();; k9 E! d( P4 {. g7 z
- print("Thread start:" + id);3 t( p# e s8 ~- ^- T$ I
- while (state.running) {
& s+ Y) X0 t0 M# k2 \' ^2 r# L - try {
. T! F$ r9 ^$ b* p2 B3 Z8 K8 N' u - k += (Date.now() - ti) / 1000 * 0.2;
$ @; o+ Y8 B. b3 _1 X' x6 f, q, T- K - ti = Date.now();6 G. Z2 ]1 e3 g9 V, G3 C
- if (k > 1.5) {
: J- r3 R9 C9 N0 Q# J9 P4 ` - k = 0;1 N$ R0 P$ S7 i- X* P* D7 z
- }, {" f* @* ?% v2 M( p
- setComp(g, 1);
5 r' j% u5 I* r - da(g);
3 a3 n9 P6 a3 D' |3 g1 g - let kk = smooth(1, k);//平滑切换透明度
9 `; J/ I! s h5 w" y - setComp(g, kk);1 |$ s4 w! O6 l7 j
- db(g);
$ I8 i' j* D3 X2 M - t.upload();
& I* R8 V8 d* N6 f - ctx.setDebugInfo("rt" ,Date.now() - ti);' Y5 e/ d! h7 }4 X# T4 a
- ctx.setDebugInfo("k", k);
) D; V0 l* O7 ]' C3 x9 u/ V - ctx.setDebugInfo("sm", kk);
4 T, D+ Y; w& D$ [7 [9 G: D/ V! @% ? - rt = Date.now() - ti;
1 i' n/ c; `. \7 D4 q+ M - Thread.sleep(ck(rt - 1000 / fps));4 \$ k* s) k1 a8 q* g: y$ `; P
- ctx.setDebugInfo("error", 0)1 [( x# x6 J( c% R
- } catch (e) {0 v' q; r, Z1 Z9 D2 y. Y4 a6 b
- ctx.setDebugInfo("error", e);
$ R# ]1 T2 u q2 Y8 ~ - }& G. T) e5 q( L& D* \, A
- }
8 A" s5 ^% D" C7 s5 j2 F$ c& o" b - print("Thread end:" + id);- G$ U2 d' R8 V: Y0 T
- }# _$ X. e& [) J" g; O) J% B& E- n5 }
- let th = new Thread(run, "qiehuan");* T( ?/ d" r& c* W7 A8 Y
- th.start();2 Z: u2 \6 M: t7 z4 I
- }0 o% J+ T" s2 o/ B; m; J1 y2 Z
. Z( L/ `7 A1 W8 I. H; D+ ?- function render(ctx, state, entity) {
' Q# _. |3 z# s1 {4 x v ` - state.f.tick();
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- 6 y1 I7 J3 {, @& w/ U6 ]
- function dispose(ctx, state, entity) {
; U" t/ l( t" {2 f - print("Dispose");
( D c& h" x5 o - state.running = false;
' w% D* f0 a, j5 N - state.f.close();& \# W0 ^( ]6 ?' d x
- }9 g5 G4 v8 W, g* b6 L( j& f
- $ K2 U; B5 [# N1 G
- function setComp(g, value) {: j$ q: F h" K$ R: S+ t
- g.setComposite(AlphaComposite.SrcOver.derive(value));( P% Q8 E, |5 n3 l8 A0 i/ u0 s
- }
复制代码 + M7 J1 U, V- I9 `' P4 P/ Q
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): }9 y) f; B# C& @2 e
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