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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 A: b" _8 e- importPackage (java.lang);
0 I' [4 X; I8 ?/ J( K7 P; j' B [# ^ - importPackage (java.awt);
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/ z; h# U# e4 Z7 F5 c: p- u- include(Resources.id("mtrsteamloco:library/code/face.js"));# @$ V' U \; a: u
- 8 `+ l, c6 h4 e' }* v
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);9 R i" @) F( ]3 T# g; k
- 9 `* a) o/ O' E* q
- function getW(str, font) {0 n/ P7 Y1 ^6 T0 K7 |
- let frc = Resources.getFontRenderContext();
2 ?* E7 [2 d+ e, a- c3 [ ] - bounds = font.getStringBounds(str, frc);5 v) W. e0 X p" x. ]: W& g
- return Math.ceil(bounds.getWidth());7 I1 _) \# n$ M
- }, @. k8 M3 t; R4 w5 N
- + B$ G( ]2 G+ g
- da = (g) => {//底图绘制
% ?; H+ o5 a$ n0 e! r% s% m1 t6 q- ^ - g.setColor(Color.BLACK);5 g3 j4 g0 s. o! M$ r2 I6 R
- g.fillRect(0, 0, 400, 400);. H+ a2 I- ~9 F/ A
- }5 ~! k \4 @; m9 a8 C! W1 ^( |
- / F4 _5 y) s! W" [/ Z3 g, Q' w
- db = (g) => {//上层绘制2 _* i7 P7 |; p9 h% p
- g.setColor(Color.WHITE);
! k: R. F& X8 c3 c - g.fillRect(0, 0, 400, 400);! W( o! H0 {4 k1 [' d
- g.setColor(Color.RED);
& @' `8 F6 P4 q9 m& O- B - g.setFont(font0);
& \4 \) n1 c8 ~, p - let str = "晴纱是男娘";
& P1 u* Q t8 h, B7 k - let ww = 400;
% j; D& Z! M% k9 H, l4 I - let w = getW(str, font0);
" n' U# i: c% f1 e, ] - g.drawString(str, ww / 2 - w / 2, 200);
8 `, G. c6 K2 e* j" f( S7 i - }
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- const mat = new Matrices();
2 y- o6 ?, y- |/ p' ~, |( L7 n - mat.translate(0, 0.5, 0);2 P2 K) E2 c _( n
- ; }* I0 q) `; A! B5 p0 b7 S
- function create(ctx, state, entity) {2 K4 d1 `3 |3 K5 Q# n
- let info = {
1 {0 U" D2 F/ v" o$ @( e4 ~" Q - ctx: ctx,
, j: {2 ] V9 W+ n. E8 N1 X - isTrain: false,
H* r+ {9 c( b7 J% e$ v8 h - matrices: [mat],6 h ~- F3 q5 j' K: i% F
- texture: [400, 400],
7 `8 @. k9 x: r* H! [# ` - model: {" j6 X5 q" o& t9 Z$ z4 B: n
- renderType: "light",
6 o& I0 j: J/ A: ]- I' M" a - size: [1, 1],
* Y) y& A9 N1 u0 } - uvSize: [1, 1]
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- }9 j) `+ E' F- }0 w0 N) P
- let f = new Face(info);
& G% v( o( H" _9 l3 g - state.f = f;
* L I' j _% L
( V& x7 W% Q$ c4 Y5 R( j8 s$ r- let t = f.texture;
* F! b! q( C2 L& X" j; H - let g = t.graphics; Q( \& Y$ f; i) X% b9 n1 L$ }
- state.running = true;: N" z# O" G. ~5 r* I$ @) c( \ K2 Y
- let fps = 24;
, w, ?/ P& H0 |5 s - da(g);//绘制底图9 t0 s2 A7 G+ r. {$ ~% ]+ Z& y
- t.upload();
% j' p+ M' D& c+ j, B; F1 [ - let k = 0;. b# ~* M& x% z* S+ w- {
- let ti = Date.now();
- e/ P) N1 {% K9 w - let rt = 0;
( D7 p$ F" @) [. c. G* S3 C3 x - smooth = (k, v) => {// 平滑变化
& y6 l5 b/ d, d# ^0 \& X" l) ? - if (v > k) return k;3 x% j7 |2 T$ N k7 r" }
- if (k < 0) return 0;
* ^! Z# H* ~8 A6 C$ u( ?5 N! p - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
" P: m; d- A+ @3 I9 [ - }5 ~8 b; c3 Z, w% p+ h) J
- run = () => {// 新线程
, b" Y4 l! r/ @1 m: @ - let id = Thread.currentThread().getId();
; A/ u7 P2 Z# W+ V3 U/ f - print("Thread start:" + id);
) \1 A# H- [8 ?7 E# X - while (state.running) {# ~( ]* O3 O- B. C Z
- try {! e6 D; q6 J" B7 x$ i& e: V
- k += (Date.now() - ti) / 1000 * 0.2;
" H( ~9 r. v M# H+ l3 x - ti = Date.now();! e# i# H% U2 \- B9 z( H6 p
- if (k > 1.5) {3 P$ G) V* e' O
- k = 0;
/ B; ~' _: |+ ~- \ - }
( K0 e5 P$ M* Q1 ^1 _ - setComp(g, 1);! S1 H0 B+ Z- d% v: A o8 }! @
- da(g);
4 [# P) Y7 }3 l/ E, K - let kk = smooth(1, k);//平滑切换透明度
& F3 P l) P' b* z - setComp(g, kk);4 _$ U0 [* w# l/ I b% b- h5 Y
- db(g);1 V1 O2 c e; s8 ]0 f; n: A
- t.upload();+ D; W) a- T: I9 n* n: p
- ctx.setDebugInfo("rt" ,Date.now() - ti);# `" X+ p5 u' Y* a) Z4 S* E2 _! {
- ctx.setDebugInfo("k", k);
+ j9 u- @" q% o. k6 r - ctx.setDebugInfo("sm", kk);
) `/ r" w' F/ [+ p1 s# i - rt = Date.now() - ti;. x6 m# N2 H# A) ^. z9 d! j
- Thread.sleep(ck(rt - 1000 / fps));0 I7 W9 p8 j3 [& s; B& j; H
- ctx.setDebugInfo("error", 0)! N3 m7 `# Z9 A4 V
- } catch (e) {
" W8 y' {. n$ G" J' w. ? - ctx.setDebugInfo("error", e);7 ?3 {+ l& K' J: y
- }0 X6 O) R" T6 j, l6 H& W( W
- }# E: O; q; u3 G/ C6 R5 E! [
- print("Thread end:" + id);
. @$ f0 n* T2 X- M - }- q3 p, f) Q; P) d
- let th = new Thread(run, "qiehuan");& N U7 H4 y. P N( Z+ S1 D
- th.start();
5 h1 h. z! M/ B. f7 w) B - }
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' } n) A% M& l$ _( R& E% z7 _- function render(ctx, state, entity) {, v$ l# T% {; H8 V# [0 L
- state.f.tick();7 z: Q" i) Z$ I8 w
- }- n- E9 m8 V: L# ~, [
- 0 ]$ I" }, f, z
- function dispose(ctx, state, entity) {
! |5 R [+ C% j6 p6 W# M; p - print("Dispose");* h- B% q! H/ U' G/ D7 Y+ e9 o
- state.running = false;
) f9 c& T' E. P) P - state.f.close(); `4 D* z, t- P
- }5 u# d( I! S" k5 g7 @; w* ]
- 7 A, u9 u2 Y- Z( j4 G' `4 e K
- function setComp(g, value) {
) O( |9 C, R d7 `) ^4 T0 o- w - g.setComposite(AlphaComposite.SrcOver.derive(value));" A! b5 L/ _* i. ?5 I
- }
复制代码
1 y4 V6 R/ g; g/ v& J% I+ X4 J6 m h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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% T; O! w4 ]- c, Q$ N( g+ h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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