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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。
5 \$ q5 E5 Q3 F H& z) Z- m- importPackage (java.lang);
; V4 t7 a4 X. i/ X0 E: ] - importPackage (java.awt);
3 e. @9 H* q9 X" i4 A6 Y& b' C - 9 N( \, S; z0 x( ^
- include(Resources.id("mtrsteamloco:library/code/face.js"));, @( C$ x5 a- ^6 I! e
! q8 f3 d' _. J; D# q# ?& F- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
2 K6 Q+ _( a \0 R1 p- w - . r$ s4 t; |- G3 d F
- function getW(str, font) {
) g' u f; x. ~. o - let frc = Resources.getFontRenderContext();8 @2 E) d& o8 S. @# d& W6 H3 ^1 m
- bounds = font.getStringBounds(str, frc);
/ T* |- r8 |3 U( K$ D3 F; K - return Math.ceil(bounds.getWidth());% ?1 Z, P C7 [" {5 s1 W: R( \ r
- }
/ Z3 K. ?2 E4 _( k
, m9 }5 z3 q2 |0 Z- da = (g) => {//底图绘制; M& e' l3 U( N: r' B
- g.setColor(Color.BLACK);
9 w" ?5 O. F6 [2 p9 T- F" K - g.fillRect(0, 0, 400, 400);, e* L8 J% k- H8 h: h2 y
- }
) s0 d% D8 k, I6 O0 c; P
# R5 ?% a0 Q* `& v7 o- db = (g) => {//上层绘制
( b, e7 q2 Y0 L; S - g.setColor(Color.WHITE);1 }4 A. a3 l8 }# \4 j
- g.fillRect(0, 0, 400, 400);
E9 N! l# P* l3 j - g.setColor(Color.RED);) c' Z |! U8 s- Z
- g.setFont(font0);
- k- N8 Q* J' c - let str = "晴纱是男娘";, o4 i5 |- `" f& N$ o, H D/ m/ E* b
- let ww = 400;; M! t1 `& X% c6 {; ~* V: O' S0 X
- let w = getW(str, font0);
7 T* k( T1 \5 M+ `( O% f5 b2 ] - g.drawString(str, ww / 2 - w / 2, 200);
( K) ~6 {3 J1 a1 c* t - }
6 ~1 {7 w) t+ V6 s/ c+ @/ m
: _, U: @# j4 E3 Q( U: i) x- const mat = new Matrices();
& o2 g! k7 S6 y - mat.translate(0, 0.5, 0);
* T# U; O" h! s' i' v9 O7 X; s) s; x - 5 U& }# | }1 C9 h9 f1 s
- function create(ctx, state, entity) {3 X, d3 s* Q! m9 s) q' [
- let info = {
0 S; [8 J \- e7 c4 F - ctx: ctx,
0 D2 ^$ P# P; D& W: }2 k4 d - isTrain: false,8 G. k$ G7 A2 ]: i. l7 T/ _* r
- matrices: [mat],8 v" q. [, g k8 a& L" _
- texture: [400, 400],
, T1 `( f' l6 m9 n - model: {4 x, b0 W2 e" F2 G: n ?# W
- renderType: "light",
2 }! Q+ C( Z5 x9 T - size: [1, 1],6 Y' R- Q b! ~4 g
- uvSize: [1, 1]
; a6 M9 B f2 C, \# i8 Y - }
8 J7 t0 e& F* O - }
# j- ^4 Q: n( k/ T% {8 t7 k1 P - let f = new Face(info);* ]( L/ m2 o, ?
- state.f = f;
; Z5 }3 J1 X2 M* j - `& [& c# o. Y+ N; f
- let t = f.texture;
& F! r% q3 O9 i: y+ U! g8 u - let g = t.graphics;, D. f/ e3 |6 w# F5 v
- state.running = true;
1 s) ~3 f& O8 g* y - let fps = 24;/ p% y( c; O3 U6 X
- da(g);//绘制底图7 n5 g) Z: B) s0 J$ a
- t.upload();
6 q) l, |5 u; w9 I - let k = 0;. z9 R! G7 r A8 N. ?
- let ti = Date.now();
& W- \9 v0 H# J% A - let rt = 0;- c1 t5 L0 h9 T# @% w
- smooth = (k, v) => {// 平滑变化
$ O* t+ s$ z7 r) }( ?: f& B: j - if (v > k) return k;/ s* x6 N+ `; |
- if (k < 0) return 0;
% {$ _5 L7 K4 W& a1 a1 g - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;5 i. _9 m: M) S. ^$ K
- } {7 A# {1 K5 U1 x2 h" h7 j7 M) D
- run = () => {// 新线程/ f2 M5 m1 f6 W3 W( Z" t" X4 z
- let id = Thread.currentThread().getId();
! l& J/ q: E' H6 W) w( t - print("Thread start:" + id);0 S6 h/ ^: D8 @, j4 b/ c
- while (state.running) {
) g' q/ `% k& m - try {
_4 |; F0 u$ S - k += (Date.now() - ti) / 1000 * 0.2;
1 f+ |+ v9 b4 N; I& X+ X5 l( H - ti = Date.now();2 X1 z* h; H7 E1 J, C
- if (k > 1.5) {
, x7 c+ @3 K0 K; f8 Z% `: r - k = 0;
# |& M# N" r0 N+ U8 c - }7 _( h5 `( e0 K& e
- setComp(g, 1);1 D' U# g! L& ^7 @5 S a3 G
- da(g);) o1 A6 V. ]! J
- let kk = smooth(1, k);//平滑切换透明度
P0 |$ @# l* o" ^ - setComp(g, kk);
- H# P, Y9 D3 K" d - db(g);3 a" w* l* b \( f5 |/ R1 f
- t.upload();
' C4 G4 A- p. C, q5 a - ctx.setDebugInfo("rt" ,Date.now() - ti); [: c) h0 Q' u7 C8 c! `$ \
- ctx.setDebugInfo("k", k);
$ L4 O1 ?4 W. ]0 T5 I - ctx.setDebugInfo("sm", kk);
* }: u) X$ D& z$ o4 o1 j - rt = Date.now() - ti;$ G$ ]( a( G( z+ Z2 ~5 K
- Thread.sleep(ck(rt - 1000 / fps));
+ V' M# q2 d/ Z& r - ctx.setDebugInfo("error", 0)
& c5 Y5 `7 h$ u& F - } catch (e) {1 j; `( F! T- X' J
- ctx.setDebugInfo("error", e);
4 T: c4 C& B+ a9 U - }
; h. ^1 B6 k6 u7 C! l - }
2 A0 H; Y2 R; [! F! r/ z9 c7 b - print("Thread end:" + id);
2 v) i5 b% [) y& [+ Q - }. Y+ P$ L& j% Y) C" O0 P0 j2 j
- let th = new Thread(run, "qiehuan");& W; p- m3 |' n% c
- th.start();
- ^: e- }3 G' v8 N9 N - }
& V& ?) j4 _1 r; x: {: g - 5 p+ s; U1 W& n+ M0 ^
- function render(ctx, state, entity) { g. I1 i$ k% u2 ?6 m" R* ^
- state.f.tick();- R' n) [! K! N- }/ J5 K! X
- }
% W. n! Z1 i# K) E' T
) {! S8 C9 l6 {8 b! q4 z3 z5 U# C# P- function dispose(ctx, state, entity) {
3 u6 k6 J0 e) B7 {# ^ - print("Dispose");. Y6 @. ]) S6 w
- state.running = false;5 k6 O6 R5 \2 }& y0 s
- state.f.close();& S! ^# D( |' _ X* \6 L& E
- }
' `$ g+ r$ j' ?9 E - 0 O; X3 C9 S/ ]) Q1 E# ?2 Z' a
- function setComp(g, value) {- W2 }5 ?1 G6 s, q* u' L
- g.setComposite(AlphaComposite.SrcOver.derive(value));
( [; C# I6 O; s0 `5 b - }
复制代码
" }! r+ @8 t: ~3 V8 G$ P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。3 \! e# Y6 B) i; J% b
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H% o7 j: f e- p顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)( q2 W( ~* q s! `8 {
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