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# W% e. R9 N# e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。. ]6 K7 f" \0 H; f- p
- importPackage (java.lang);
8 b$ M# }! |0 R) K- ]4 g! q# P - importPackage (java.awt);: J0 d- d; \1 t \
- ; {+ k/ j1 A1 s& j3 u* w
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- P5 S/ H$ m5 a; r- ?- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);0 v" e$ g! G' L& V2 x
- 7 m3 ^: W" [0 v6 u) ]; T
- function getW(str, font) {
5 m7 x5 n. ], h- H; ] - let frc = Resources.getFontRenderContext();( Q" C( Z- {* o& g9 B' m) i, k
- bounds = font.getStringBounds(str, frc);
3 z" f: F" K( A$ R u1 | - return Math.ceil(bounds.getWidth());
4 F; e) E# Q; X% o1 z- @4 _2 G - }
/ j; Z% Z: T1 t% {& U" b" y
& v J- Q* G0 n' ^: G& r- da = (g) => {//底图绘制
) {$ J+ P, {$ P, c0 e - g.setColor(Color.BLACK);" L" k! p+ b' Q7 V' }4 a
- g.fillRect(0, 0, 400, 400);
3 }; u2 J% ~5 ^0 y6 m6 W& M% N% [1 t - }4 t+ I2 `. D: k, i1 g0 k
- # }" {( @4 h. g. J" m
- db = (g) => {//上层绘制
6 e( N& U' v3 b - g.setColor(Color.WHITE);# J7 F0 B4 R/ \! ~1 {9 R; z
- g.fillRect(0, 0, 400, 400);3 \( [ ~6 l: a8 B6 `' f& }' Z9 q5 `
- g.setColor(Color.RED);+ z" |6 P# d/ p. f& _
- g.setFont(font0);
' e' _' _/ V% M' X$ j4 N - let str = "晴纱是男娘";
f3 k. p& `* B3 \# F - let ww = 400;* n$ F: d. Q) \- D+ ?' ~
- let w = getW(str, font0);
$ _/ h% A: X1 D' i) L6 n - g.drawString(str, ww / 2 - w / 2, 200);; `/ [# r# v1 J8 h+ T" ?, B" T
- }
5 a3 w( |2 O# w' g2 ]- ]% \ - ) o3 H+ W3 }" f3 r- c
- const mat = new Matrices();
1 t) T' k6 \3 U# e, r - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {; h& F7 @+ p. M" ^& L4 b) }. v( \
- let info = {& w1 l2 L6 u3 j V* z- e
- ctx: ctx,1 R& Q% J. q% D
- isTrain: false,
" v5 ^) D) i- t% L2 C- F- X - matrices: [mat],6 P# T+ u8 B8 d k* y; ^% n
- texture: [400, 400],! x7 V) c7 L: Q
- model: {6 h/ `% d' p3 ^, n( e, U' f! k6 S) s+ F
- renderType: "light",
8 y; v- o" ^1 c6 G+ [* M/ G - size: [1, 1],
0 e! [% J. s) h. P7 s n - uvSize: [1, 1]! l/ a( s+ V+ d8 {
- }
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- let f = new Face(info);$ ~5 ?2 u& j# u, I- ]
- state.f = f;! L ?+ R. ]& l' f7 \8 R
" |3 t+ _1 O! U9 z- ^ M- let t = f.texture;
- ]3 S$ S$ `% t$ I% j - let g = t.graphics;
. e7 @, E* a% G, W - state.running = true;
; P2 T, G s3 B! T9 Z! W0 X - let fps = 24;5 G/ W7 h& ?6 }
- da(g);//绘制底图; r% P7 P3 r" L9 c$ G& u
- t.upload();; u; m% z3 A4 W# b2 p; v( A
- let k = 0;0 I2 A y* T) B+ H2 D2 U
- let ti = Date.now();; @, Z; h8 E9 P2 i1 f6 D0 e
- let rt = 0;1 k" d, y- ]. s/ i
- smooth = (k, v) => {// 平滑变化
. \7 w. @: v! M5 W6 r - if (v > k) return k; l6 N1 Q. J1 [) p+ O6 Z
- if (k < 0) return 0;4 s/ a2 Y# p. \
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;5 M) d/ A2 ~, i" `! U& T! [7 J, P
- }1 D& [! x% z5 Q$ n2 N. U- ?
- run = () => {// 新线程
* ?5 B( }, {! ~" k4 r2 w - let id = Thread.currentThread().getId();
6 \/ j' s" Q* W - print("Thread start:" + id);* b2 w6 e8 W7 B) R9 R3 }- H E
- while (state.running) {0 l5 {6 s1 p9 i& G# c0 m! a% ^
- try {- Z, Z5 D' o- G8 F6 f
- k += (Date.now() - ti) / 1000 * 0.2;0 O- Y) V' z% n; a8 x! z7 Y+ ?
- ti = Date.now();+ Z1 b, v9 K1 J' T- S: R* s
- if (k > 1.5) {
5 g- Y; e" p; T( s# k" \ - k = 0;
; ~( V# {$ q: } - }3 i; G+ N- k& L2 I: W8 b
- setComp(g, 1);( e$ U4 @/ k. q+ {
- da(g);
8 Y: r- @: T, f8 S- S) C - let kk = smooth(1, k);//平滑切换透明度5 ^0 x+ Z7 ~/ I5 Y% g# K7 }- p
- setComp(g, kk);( h# |# t* n a8 {$ t# `, Y7 O
- db(g);
. A6 H- ?+ }+ _ - t.upload();
- z8 b& S* M% c4 c2 g6 Q - ctx.setDebugInfo("rt" ,Date.now() - ti);
- j) G+ _; e) l, k& I - ctx.setDebugInfo("k", k);) `+ G1 l z6 @& B
- ctx.setDebugInfo("sm", kk);6 D0 g+ C2 p; ~7 P" n4 a
- rt = Date.now() - ti;* P2 D) g* x4 z/ O# R2 f. B* r( g
- Thread.sleep(ck(rt - 1000 / fps));
7 C6 Q9 O0 M: p- @+ A2 Q% ?4 t5 \ - ctx.setDebugInfo("error", 0)$ {( O5 v, S: ^% B5 d7 U& R" Z
- } catch (e) {0 z1 |& j2 s" _5 s) ~& |4 c" X" w- h' @- b
- ctx.setDebugInfo("error", e);( V) C' W( @% g5 F G$ G
- }, k+ T U H4 e" U5 B
- }6 L4 O1 t' W; k* e7 A; z
- print("Thread end:" + id);0 {3 \ T4 u! D# z, E% O
- }
7 O4 o. Z( p; e1 J6 K7 q) r - let th = new Thread(run, "qiehuan");8 E$ ~# a& f4 ~; Z1 A
- th.start();7 N$ e' ^. [ _% |
- }' i# B. B( Q1 Z1 v3 k, i7 q
- / n1 Z6 m/ s% b+ S+ [& @- ~& U- w% u0 ]
- function render(ctx, state, entity) {! O3 _1 ~5 Q8 `6 S! k* H+ r0 o& z
- state.f.tick();& P- d& |6 r( ?2 Q( p% I& z/ {
- }; S) w1 m1 N {! u: h
* b" \! H1 B- p5 i$ f. v0 P! m- function dispose(ctx, state, entity) {% p K( Z& z8 D8 H
- print("Dispose"); S1 o& N) ]6 c6 E! X! q* ]
- state.running = false;% S7 i H0 ?: c/ D
- state.f.close();
1 F+ j% E, w4 C - }
. q% f8 O' J: g* v) } - . [5 |$ r3 V' l2 h( a0 v, ^: F u
- function setComp(g, value) {
5 Z0 n) g, |" \2 ]* t - g.setComposite(AlphaComposite.SrcOver.derive(value));
) n3 \% n2 J8 K+ P' k - }
复制代码 : O/ Z* k1 d: A* i9 w8 E
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。9 J3 @. a! I/ [% z, q: g) e
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( v: K8 G4 e1 s8 W% D& ~顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)& M1 e: |# J4 k3 W* P% O
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