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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。
$ I3 [" [8 [+ m" A- \3 e1 c# J- importPackage (java.lang);
* J: H- q+ m _- Z9 n. k8 Q4 Q - importPackage (java.awt);4 [( r# y/ Z0 h$ L/ L- Y
. X, R8 d& J4 y5 T4 _# p. w/ M; J- include(Resources.id("mtrsteamloco:library/code/face.js"));3 w! j7 k# @1 i: y" v% O9 @
- / z" X: n O- o/ m3 Y' g
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);* I. A! K( X$ N, u( U3 Z
- 4 [0 x5 M* f: F" d, V- w" |6 s
- function getW(str, font) {
) f* Q4 V' m# @! ~# R. C# [& t - let frc = Resources.getFontRenderContext();
9 U6 j/ u6 o2 h( y$ Q - bounds = font.getStringBounds(str, frc);) U/ a/ O5 b* b9 U9 ?
- return Math.ceil(bounds.getWidth());
, @0 e# n* r3 J5 r3 g( o - }
" V: \" e/ e2 @
- w& C1 u. r" b4 x+ @. _* D: M' h; \- da = (g) => {//底图绘制( @( n Z, ~; }8 N2 }6 \- s
- g.setColor(Color.BLACK);
. W: {9 D3 c6 `' [% { - g.fillRect(0, 0, 400, 400);0 G+ P0 P: O, @* o) f2 u7 y
- }
( {9 f& v) D3 _ - # w, g4 o3 J5 G! u; M
- db = (g) => {//上层绘制) H7 b) k9 ?. |% R
- g.setColor(Color.WHITE);
( R" l, o8 S# o- b! [; }; f v( i/ b - g.fillRect(0, 0, 400, 400);
( M' f1 e# X! Z( }0 L - g.setColor(Color.RED);
' t! P" v! E1 b7 E; {+ T4 |4 ] - g.setFont(font0);
& `* w# L% m! F; @ - let str = "晴纱是男娘";+ u: X7 ?2 n# x9 a7 |1 `
- let ww = 400;
[; P Q+ x5 A3 K( y - let w = getW(str, font0);! w% Q2 [, \& q. D: }
- g.drawString(str, ww / 2 - w / 2, 200);
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- ( Q- y" I% c9 Y) `* {: A
- const mat = new Matrices();) d* E' r9 q' u8 ]
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
3 I: w5 z1 n9 x3 U - let info = {
" o" z+ g0 S z - ctx: ctx,
$ f' v7 D) p' X9 {$ W- x" \1 V! K - isTrain: false,( Q) O7 o& u* S6 Q J$ a
- matrices: [mat],
: [- p+ x M$ j* ? - texture: [400, 400],
; \3 |5 q* W6 g: j$ I - model: {
/ k* W' U& H0 @2 z' b% ~4 `9 P - renderType: "light", H/ f7 g2 f- c0 D
- size: [1, 1],4 Q) _3 z+ t) g+ R# V3 o! V; k
- uvSize: [1, 1]
9 n4 J x; a+ P- i. }& ^ - }! \7 b/ V. d6 l8 t
- }
( d" p( [) w% S' W* e+ \ - let f = new Face(info);
3 q3 R' ?# F/ P - state.f = f;
, H. D, h0 y) g7 e
* P9 g8 G4 Y z. R% n! G+ h- let t = f.texture;
+ |' ^9 T$ g5 \7 [ - let g = t.graphics;
& w, G; a/ f2 O - state.running = true;
) N! |6 {/ Z6 Y, N y - let fps = 24;- s3 G5 f7 g: T6 L6 j3 \
- da(g);//绘制底图7 C5 }% n1 E o9 A
- t.upload();
' V( \* ]& c) \ - let k = 0;
8 J8 h: w* d f# S - let ti = Date.now();
2 Y. d' @: K7 o2 p6 O# V - let rt = 0;% ?) k5 }. Z R% ~: d$ n
- smooth = (k, v) => {// 平滑变化
+ q( J9 [& B4 X. t - if (v > k) return k;
- k$ `8 T% F6 }8 ^& ` - if (k < 0) return 0;
/ [( N& N7 ^ ^* U. |5 b: k& U6 s - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;! k! F" n( W& K0 L3 l; W/ P$ p
- }& o9 l, l+ Q& L# j" R
- run = () => {// 新线程& G# N( y1 S: r1 H
- let id = Thread.currentThread().getId();& g6 U6 J2 q2 ]7 j; ]
- print("Thread start:" + id);
3 U: P0 J9 |& q& a' K - while (state.running) {
7 y0 F. @& E- F - try {
( J. e( |. D- V8 r' a( O - k += (Date.now() - ti) / 1000 * 0.2;% t+ {, R$ w; e" D- t6 y% J
- ti = Date.now();3 \ ~- r2 h" e. E) N% R
- if (k > 1.5) {1 B" t2 t- W3 `" j$ H7 ]! @: }4 g0 B" e
- k = 0;' v$ t6 o% U6 ^9 {" n
- }9 _% l0 h+ E/ p/ E! z" L
- setComp(g, 1);( P2 `7 S( p3 a4 N
- da(g);
6 z* a/ Z" U9 G2 B9 ` - let kk = smooth(1, k);//平滑切换透明度* C( {" A' W7 c0 r5 }
- setComp(g, kk);8 y( e3 _6 s" h+ {# @4 v
- db(g);
( K( z, o( ]. ^# J; k( ` - t.upload();
6 |5 H' U( L7 L$ w3 K* t - ctx.setDebugInfo("rt" ,Date.now() - ti);
7 R! t2 e9 m0 M0 ]5 { - ctx.setDebugInfo("k", k);
: J7 I) y. X# z9 ^: \3 A - ctx.setDebugInfo("sm", kk);
' M6 Y$ o- D7 \; l - rt = Date.now() - ti;
, F1 D6 e3 h2 K% [9 V) ~ - Thread.sleep(ck(rt - 1000 / fps));1 g% f* J* S$ Y8 j! E. l
- ctx.setDebugInfo("error", 0)& Q; J& [9 m3 {6 _+ ~7 f
- } catch (e) {
& j) U% S6 _3 ?. d# a" L' K - ctx.setDebugInfo("error", e);
* d- ~) w0 y$ [; e. G, } - }
/ F. j* J# s: T) w6 a - }; i P5 }# J6 t- O
- print("Thread end:" + id);
$ r9 D' r# Z- T- g7 ?4 P" Q( E$ b - }
: v( H1 p; V3 p8 U3 w4 [6 i - let th = new Thread(run, "qiehuan");
9 A. |3 L3 u2 f, A! Y u& ?4 K* N - th.start();) r: {1 |( ?( P$ P/ z
- }7 N" ]" i( [5 v6 ^
) |7 w. \* v! O9 Y T9 Z I! W- function render(ctx, state, entity) {" ?( N: f4 m, s# m3 F" ^3 s& [5 E
- state.f.tick();- A8 \- z8 i. w& v/ X) y) S
- }
4 e' Y( r# I n. A5 r% {; l - ! A+ Z, o( U/ J$ T% u1 E/ A
- function dispose(ctx, state, entity) {: I9 s$ {- K& X# p
- print("Dispose");& h4 i+ }. }% a3 j' B" i" [" f; q
- state.running = false;* g* e8 F! @ g. [9 P5 m
- state.f.close();1 i# b- H* J& |( N4 G
- }
( D6 }/ a' B" o" B
& S6 u7 y% J e: @7 R+ n. J9 i5 J- function setComp(g, value) {. e1 w: v9 U+ V, t. W' W
- g.setComposite(AlphaComposite.SrcOver.derive(value));7 X6 q% a% k. e+ }
- }
复制代码
) [8 g" w1 R9 ^3 _- O) 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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6 K& S' v3 U# }4 w# t. s5 i: K: @顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)7 u% C( u0 ?0 }3 s* r
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