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L$ C5 @$ `# `- i! R, X 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。
' I% U/ [. [; @) l$ V6 B- importPackage (java.lang);
2 J0 y# Z! {3 {5 o0 h - importPackage (java.awt);
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/ w% R) _' ?' Y8 }3 k- include(Resources.id("mtrsteamloco:library/code/face.js"));
# @* L0 O$ L' A1 f9 H# ` - , h8 c2 b# R* I% f
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);& a: E! G$ ~9 [
! @1 n& n* t1 E) D/ G& ~- function getW(str, font) {
c5 ]6 g( ^5 Z& L; O$ w. L - let frc = Resources.getFontRenderContext();1 W2 k- ]" A" Q Q8 w) ]
- bounds = font.getStringBounds(str, frc);
+ {7 \* t0 _/ D - return Math.ceil(bounds.getWidth());
* }- v8 r6 C/ E- e7 s+ H - }/ O3 K# K8 c t$ ~" V" i+ L I% k
& I% w' f5 l% q# L$ F( Q- da = (g) => {//底图绘制
2 |; |4 j5 p. I/ }4 ^; a2 B3 q8 \+ T - g.setColor(Color.BLACK);! ?, h' q% w% }/ Y
- g.fillRect(0, 0, 400, 400);
$ t; ]* A' j) v' q$ ]" k - }
9 x* B% M j* H- Z1 X* i - . a- Y% S7 h6 b9 A
- db = (g) => {//上层绘制0 w6 H G$ \4 u8 P# p5 D
- g.setColor(Color.WHITE);
_! _( n, L! `6 z: W6 Q5 ^" N - g.fillRect(0, 0, 400, 400);
8 n- ?% n; U2 ^8 H7 Y4 L - g.setColor(Color.RED);
* \ [& K; |3 I" J8 j9 y$ C - g.setFont(font0);4 _' w% b& K4 N: ]5 T9 o/ q
- let str = "晴纱是男娘";
) j o2 `; ?. r: r m2 r - let ww = 400;5 {) d F1 c: Y
- let w = getW(str, font0);9 x- w& k6 c I
- g.drawString(str, ww / 2 - w / 2, 200);
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. |/ _9 w# t& v0 ^3 v% ?$ P$ b- const mat = new Matrices();# ]. z% P) Q ~ V
- mat.translate(0, 0.5, 0);6 v) l7 J7 e/ _% J! v9 p. {
- s. L# C; W B: u4 F" t' ^! w& h9 I- function create(ctx, state, entity) {
. v2 }' b. L% t - let info = {
! i4 S) Q( D" J6 N, ]0 m' z - ctx: ctx,
6 } O4 m0 V V. U n: E( Q - isTrain: false,
5 t9 G v5 T' [) z - matrices: [mat],
R; C- v8 g, M+ y: s - texture: [400, 400],
2 J" z; k# b s! M" K/ Y5 o4 r - model: {
; w& ~$ O; W+ B6 O - renderType: "light",
+ b% ~7 E& b' p$ [ - size: [1, 1],
0 a* y& ~4 {; [" {/ h - uvSize: [1, 1]
* h) S0 ]! m; [ - }
6 P* `1 c" E+ C# G' v2 P - }
+ _2 W* n+ e2 _2 ? - let f = new Face(info);
3 S, {5 O) Y# P; H' \* j4 { - state.f = f;7 K8 |" X2 f& S" X7 F6 y
- 7 ?. H: q' i4 q" P& I# @; ?: D
- let t = f.texture;
. i8 q# T/ ?) K5 a - let g = t.graphics;
, p0 b! R" H3 t! M6 ~2 N - state.running = true;
1 a, l2 Q. [1 a* u - let fps = 24;
. s% P- }. ?; J; L4 f0 ` - da(g);//绘制底图
" K" Q c: e+ D2 ^% _2 p - t.upload();2 g/ n% E+ M4 H3 X7 i
- let k = 0;
# |! @; O$ B# r( E$ `8 [ - let ti = Date.now();6 c+ o( v, E: R
- let rt = 0;
) X1 f2 Q- w$ |; e$ Z( Q; P - smooth = (k, v) => {// 平滑变化: w1 m# |- K A2 \
- if (v > k) return k;
2 F# n% F$ x' A' s4 _) I" r - if (k < 0) return 0;0 [. S9 a* y/ H3 e7 K
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;) j( n9 ~9 r; [9 a" u O. a
- }
! Z& g- a. \* x - run = () => {// 新线程
" n. @ I, o& F - let id = Thread.currentThread().getId();7 v" j. ~% G& k: l1 X
- print("Thread start:" + id);# P6 U! V6 w$ x- M
- while (state.running) {
: ~" T2 l: q9 `3 P7 [ - try {
" X L( S7 O7 i8 N - k += (Date.now() - ti) / 1000 * 0.2;
( Y& K& _2 ^$ g6 F/ }! F - ti = Date.now();) k) h6 X- V/ U, I9 s% H. \* A! |6 ]
- if (k > 1.5) {% o. a$ q4 @& y' b, H/ p8 i
- k = 0;" q& t3 @& s B+ T9 Z6 k
- } C9 e# B( M. q3 o
- setComp(g, 1);7 ~# W8 ^) H- Q1 [ ^
- da(g);
4 `- R+ Y8 G0 }+ k) T8 u( m: h - let kk = smooth(1, k);//平滑切换透明度# c) U. n; ~) N" H6 y3 r
- setComp(g, kk);
5 a: B& r6 F) _& E1 y - db(g);9 J- O7 w- I5 f8 C
- t.upload();
, B8 j- x5 `( _# c) z, d; j - ctx.setDebugInfo("rt" ,Date.now() - ti);) _ H. O2 X+ z8 t3 s( E
- ctx.setDebugInfo("k", k);
. B J+ e% ~1 ^- s - ctx.setDebugInfo("sm", kk);
' G& h% }% K; L5 h4 ~" U' Y - rt = Date.now() - ti;
+ i0 d/ ~* l3 l+ p! t* c6 a+ W - Thread.sleep(ck(rt - 1000 / fps));8 ?2 I" J) \' b# t6 x/ m2 G0 \
- ctx.setDebugInfo("error", 0)
6 `% c2 a# [* y - } catch (e) {. D1 l' r0 K( [
- ctx.setDebugInfo("error", e);) T# o# I0 F; t
- }" ?2 C: y- d* z2 x! e- }% v2 k
- }
3 M/ Z( Z) n# v0 ^: s, J! W$ ~ - print("Thread end:" + id);: w+ |. n' r$ F( `& L. i
- }
% k9 ]- ?6 v7 O6 k/ W' { - let th = new Thread(run, "qiehuan");
$ v6 @0 S _' Z4 E2 } ^/ p9 Z' D$ C - th.start();. V+ e' Y5 W+ p3 [. R% E
- }
& {# r+ \3 J' L$ x$ l& r
1 M) ~5 q( n* t4 X" Q- function render(ctx, state, entity) {: g5 S$ s8 D& S9 e
- state.f.tick();
. x' g# z& `, d+ L' s) F - }
* k$ j1 a p/ f/ K- `2 B - ( @* l7 o5 ^4 H- K9 }- J
- function dispose(ctx, state, entity) {8 T- |- C5 R0 G, ]9 D
- print("Dispose");
/ K) l+ K; a* Y! B, q - state.running = false;
. h6 ?; w. F8 ^/ h: B - state.f.close();) O! O- h1 I7 c2 W6 Y: s* @
- }& t! k# X- `$ o1 ?! `# ]
- % {5 r5 z- l! ]+ B+ K c5 k
- function setComp(g, value) {6 [- W$ X+ \9 }7 |/ c5 q
- g.setComposite(AlphaComposite.SrcOver.derive(value));
; o# F0 @1 A+ K7 u - }
复制代码
+ B, Q, b' |( [( i3 B: |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。2 Z' a( |0 m/ l# K
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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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