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& J T# s0 T s% Z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。
$ J+ p. ^% w% x4 \6 g5 [- importPackage (java.lang);) |3 f7 W4 c, z, i
- importPackage (java.awt);
& r* U+ a, s9 n1 h/ p - `% j, h e) }+ U- g9 W" y* Y; }
- include(Resources.id("mtrsteamloco:library/code/face.js"));
& P8 H* a. u" C
/ ?3 G# s6 B7 n3 I- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 {6 B- v* s) `
- 5 B: u- x2 z$ W4 z- Y7 r9 T6 M% ], }
- function getW(str, font) {
& X! B# a" G, N - let frc = Resources.getFontRenderContext();
9 ]0 B! ?) v: d% v& Z7 S( G( Z! V( V - bounds = font.getStringBounds(str, frc);" l) I& ]& [. b' i4 K
- return Math.ceil(bounds.getWidth());, |4 M9 a! @* ?9 Q# m
- }
$ p) ^; J6 j7 v1 q* |9 @
$ d- L' l& n8 p1 Z8 q- da = (g) => {//底图绘制
0 m! p& q% N. I, h k) v' @ - g.setColor(Color.BLACK);
& ?) `4 f8 U+ Q. u1 E/ r4 H5 R/ N - g.fillRect(0, 0, 400, 400);2 w: n3 G' U: `8 X4 }
- }
0 P( s2 G8 c: {% z7 P4 w - ' S* T, ]& F M$ ~) K) _6 R3 j
- db = (g) => {//上层绘制
) P; |7 @9 N( M+ r, N - g.setColor(Color.WHITE);
* C& d p6 M0 U1 Z - g.fillRect(0, 0, 400, 400);
1 v& r0 K+ D) U) s( J - g.setColor(Color.RED);
" m4 X- n6 s2 s - g.setFont(font0);, O) ]( l* R. D6 _: T& l0 y
- let str = "晴纱是男娘";" H, n* L) B- S
- let ww = 400;- l% W5 \5 C' B3 K! m
- let w = getW(str, font0);7 V& D! x8 g. z$ i" q$ T
- g.drawString(str, ww / 2 - w / 2, 200);% E. y) S+ I# F- r
- }
7 p$ K3 R( g+ `4 i6 }! e% [
8 i# y. Q2 e+ D) }' i1 ~' Q) A- const mat = new Matrices();9 Q+ e! {, T7 c+ t8 F
- mat.translate(0, 0.5, 0);
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9 N8 c. G# W( M, \* R; J: T- function create(ctx, state, entity) {0 @8 g+ ^5 F" c1 g
- let info = {2 S$ ^& F% S* \' R
- ctx: ctx,
4 M( N% l$ D' J. [2 n - isTrain: false," z4 O8 u; _9 a3 W
- matrices: [mat],
( @2 Y: r7 W8 {) H+ m( @ - texture: [400, 400],6 R) l" l |- v, m
- model: {2 D, F; D D7 W @4 Y; n2 D$ e
- renderType: "light",
) ~# R3 G7 [" n4 K8 C1 Y) P - size: [1, 1],. R# V& T: L7 U+ Y/ F3 A
- uvSize: [1, 1]# \: }# {& H1 N
- }7 P3 b, ?) E' D- ~9 x$ A" j
- }% s5 V5 S2 r3 E0 |8 P" |4 A* g
- let f = new Face(info);( Z7 Y% o6 W8 P- h' x
- state.f = f;
! }1 L& U0 k W& ?8 l T) s
6 s& o8 r6 `! _$ h2 v' \2 \- let t = f.texture;
% u% Z: `: y5 I3 H9 G& y - let g = t.graphics;
- u$ B0 z: g% S. L; }2 W/ w: E - state.running = true;" ^! }' _, I2 m3 r+ m/ h
- let fps = 24;- [$ _- M0 H% {& z) x9 g q& v7 t2 u
- da(g);//绘制底图* _ e8 T: ]+ h1 q. g9 [) t
- t.upload();0 K5 F) o& q' ]/ u4 S6 e
- let k = 0;! {, Y5 e& y" K+ l6 B
- let ti = Date.now();9 y5 |; H$ Q4 `% s& c: G) K- `
- let rt = 0;
, `2 s7 @& K# y* _! q7 i - smooth = (k, v) => {// 平滑变化. d9 M ^( M" F; S4 U
- if (v > k) return k;% A! A Z o* c( y: k0 Q u
- if (k < 0) return 0;
( s% |- k, z9 E' u7 B9 s7 w - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
- X- H% X6 B# O9 i0 m& Z3 O) o6 D/ N1 I - }0 V8 k( q2 y8 U5 D
- run = () => {// 新线程$ `% f- _$ V: }" S& Q& X
- let id = Thread.currentThread().getId();) E# m" U& i" y' y2 V* V! k
- print("Thread start:" + id);
( @7 B' A' v: Z8 D" l - while (state.running) {+ @. ?% `: W0 V4 n
- try {: s {& M+ Y) \- E! l# v: a) t4 M' n
- k += (Date.now() - ti) / 1000 * 0.2;
1 L$ o& G, o- D7 Q% e! y - ti = Date.now();
; q8 d$ l/ h5 }' k% {/ C# o - if (k > 1.5) {
) R8 D7 T: V/ T4 _/ q& o* ?% n - k = 0;
* v. }- h- A: @: p" Q+ q( F - }
7 `& G' ^5 O8 F6 C! L - setComp(g, 1);/ N" [! c' [7 x( k% p
- da(g);( Q/ X4 D! o: y/ o# V; m
- let kk = smooth(1, k);//平滑切换透明度$ h6 Y) ]. u3 c4 K; W) k
- setComp(g, kk);
0 d6 Z) B3 ^6 n - db(g);" E. R) ]# A( [! c$ _
- t.upload();- l4 d9 Z' _) {! B' }$ P5 ]
- ctx.setDebugInfo("rt" ,Date.now() - ti);5 W: l; O: `, D& R
- ctx.setDebugInfo("k", k);7 @- Y" e, j; }
- ctx.setDebugInfo("sm", kk);' J7 r. @9 m% u8 I& S4 |
- rt = Date.now() - ti;) L/ ~% s0 S7 q
- Thread.sleep(ck(rt - 1000 / fps));% b/ g! p1 t; `% a/ @2 A+ |1 z
- ctx.setDebugInfo("error", 0)" N- v* {5 P4 a" r
- } catch (e) {5 v+ b2 W3 N2 c d ^
- ctx.setDebugInfo("error", e);( F1 I2 t4 q2 C3 l% H; C8 I) L& s
- }: ~' L1 n/ a) x+ C: i
- }
2 J. J/ ]! e/ _0 T - print("Thread end:" + id);
" J& m; J# ]# I v: J; t - }+ O2 K" Y1 L' o$ G
- let th = new Thread(run, "qiehuan");
+ t% k. |9 i8 D* Z - th.start();
5 R+ _0 |! V0 d - } E/ g# |* x, `
( t: ^9 |5 `$ m& `! `3 _- function render(ctx, state, entity) {
# r* g0 s' o- e7 ?7 \, u! z - state.f.tick();
% \' T% l5 m# m - }3 W- Y& C8 A& y9 R6 L
7 {% v5 {0 \+ d5 }3 |- function dispose(ctx, state, entity) {
, e8 |" b; p( g - print("Dispose");1 n7 c: q8 e9 L' t
- state.running = false;
- ], H9 ?2 }& Z, b - state.f.close();
& d$ z3 K; g, j0 f* E. N - }
k2 q- R9 {6 f9 G* E: J - : X0 k, {" h! x7 u8 M4 `
- function setComp(g, value) {
( O# J4 f9 i M P7 | - g.setComposite(AlphaComposite.SrcOver.derive(value));, {! h; p3 @1 C! O+ x; p& F
- }
复制代码
6 E& F1 b- X `/ [' |* r! 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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4 }! g, k% j( T0 t% y: w
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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