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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。
0 [$ s* [% U' C8 o7 `5 M+ Y- importPackage (java.lang);" P: E1 j: G8 T
- importPackage (java.awt);8 R# p1 t4 H9 Z
- " E. ^, Q5 o/ F; ~9 i9 y
- include(Resources.id("mtrsteamloco:library/code/face.js"));, ]& W8 A7 `- d+ |9 _
4 G* g, _1 y* J- Z1 D# u- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
9 i4 r8 I! [; `- c - * w O$ k7 g u- }0 ?+ N- T
- function getW(str, font) {
. N; B# X% Q1 B - let frc = Resources.getFontRenderContext();
5 \$ E' n$ D+ t) X: j - bounds = font.getStringBounds(str, frc);
9 G: f( x1 E( ?8 C$ E - return Math.ceil(bounds.getWidth());+ ~/ `8 t5 \6 q7 V2 k. C
- }
$ ~- k) t9 e g: G k% k0 Q# j3 A - 0 u& T5 z6 ` B
- da = (g) => {//底图绘制% F. f0 K+ G! Y
- g.setColor(Color.BLACK);3 v8 g8 P& B. B- B& f! t
- g.fillRect(0, 0, 400, 400);
$ q+ T( V9 q- B, t0 `0 B: R - }
2 w9 L9 ? X s" W2 H) Y
3 N7 ]. G6 O- _/ s- db = (g) => {//上层绘制
2 A% t; o" ~! e# a1 z) p' J" x - g.setColor(Color.WHITE);
. T+ y& a$ t8 x: M l8 r0 ] - g.fillRect(0, 0, 400, 400);: y2 q* x- o7 R a
- g.setColor(Color.RED);
0 S- o7 b, U2 m - g.setFont(font0);
- D7 r& _6 C( X2 b7 ?4 X - let str = "晴纱是男娘";
( W+ g( d' y% v# b# E- P - let ww = 400;7 N! `, l+ j2 E. w7 t) c
- let w = getW(str, font0);. y( w3 Q( w2 J# H+ b6 Q7 d
- g.drawString(str, ww / 2 - w / 2, 200);1 s6 a! k0 t. R- d
- }
+ Q. H% @3 e9 s1 W( t$ H
! [/ o2 n$ `( u) S: R, G$ n9 P- const mat = new Matrices();
7 j( |3 G& J- x$ Z; @/ u - mat.translate(0, 0.5, 0);" d& y6 P' G5 ^% I
- 0 i. W* m8 o' H5 \: k4 U; K
- function create(ctx, state, entity) {
% Q8 y/ M- t" a4 J8 E+ [4 O - let info = {/ V$ U) ]$ G: w v. p8 N
- ctx: ctx,7 b% k; z% @+ W s
- isTrain: false,
: [3 J r5 c6 Z2 M$ S: v. }* U - matrices: [mat],
* e( f9 G9 D5 X. x( f - texture: [400, 400],, Y2 t; E" B9 _1 X
- model: {
/ K" b9 {0 F/ t - renderType: "light",
6 _# q) c+ B. s3 v - size: [1, 1],
# z& [& k; }1 `, r$ t - uvSize: [1, 1], b; U3 i6 c$ s
- }
; [+ g) y: U. p; O8 r# f+ y - }% {' N$ o& L; y( ^- r+ G1 z
- let f = new Face(info);
7 O/ Z% |% K: Q4 B$ i* B - state.f = f;; A; f; u3 B/ Q0 N
- # H8 m& T: V3 k; B- K
- let t = f.texture;
3 h, X' B) i/ O, s4 O; b8 @: M - let g = t.graphics;6 W; r% L# q; f A9 e9 K
- state.running = true;) {. x: A/ o: P9 C: b2 |
- let fps = 24;" v" }. Z0 V5 h9 z6 l
- da(g);//绘制底图
9 _" W( a, I' s3 Y3 C8 T) T - t.upload();
* L4 |# z) j! F" L' e6 l& D7 m - let k = 0;
. c7 n. ^! K8 m3 g n: h& Y. O - let ti = Date.now();
% q/ ~% W( o- b6 R - let rt = 0; u7 }; a; ^- ^0 X1 ~" Y( E
- smooth = (k, v) => {// 平滑变化
0 q" F6 `5 k' t7 A - if (v > k) return k;
. q4 B% B3 C+ y' ], \7 I - if (k < 0) return 0;
% Q0 U/ W. |5 l4 R - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
* I8 L$ f9 q- e0 d - }
, H* l; i: t" k1 X# T - run = () => {// 新线程
6 Z5 p F3 q1 \& B6 N - let id = Thread.currentThread().getId();" H7 H1 r7 l* @$ Z9 n1 I
- print("Thread start:" + id);+ {# P: [4 A t: w$ O. c
- while (state.running) {+ p8 y& D: ~% o
- try {
5 K9 y5 w. Y) o) {6 \# K+ J0 j4 y - k += (Date.now() - ti) / 1000 * 0.2;
3 u1 t9 S" M0 K& E( ? - ti = Date.now();2 i, l; u5 I _( z F# A
- if (k > 1.5) {' z7 t: k6 ?& U; g2 o, V
- k = 0;
" D& N/ T8 }4 i - }: M" M/ C* _! B; M. A
- setComp(g, 1);
7 A+ x; p B6 J# W8 U - da(g);
1 S% H+ m( {$ b. d5 t/ Z! y% T - let kk = smooth(1, k);//平滑切换透明度2 E+ ~' {1 j$ C$ Q: }
- setComp(g, kk);
# k( V8 G( l2 o7 y- ? - db(g);
% ^" J! l7 g0 I0 e. ~ - t.upload();' X; [/ L5 [. x6 z7 a+ _5 b4 O
- ctx.setDebugInfo("rt" ,Date.now() - ti);
3 R8 S+ k) U# r0 P3 [ - ctx.setDebugInfo("k", k);: K. @7 @7 _2 x9 R4 H1 G/ I# J! t" ]
- ctx.setDebugInfo("sm", kk);2 U' `* Y" G- n( v' Y- E* F
- rt = Date.now() - ti;1 O, R4 q3 V% Y. G
- Thread.sleep(ck(rt - 1000 / fps));8 l# A% A; x% i' O$ P( e. u
- ctx.setDebugInfo("error", 0); X/ ~2 s- Q7 }. B0 z. M" {
- } catch (e) {
2 X' P$ ^0 T( Q5 x2 ]* C u- k - ctx.setDebugInfo("error", e);
. c- u8 {0 B( [$ d' o - }
; v3 _+ j; K% M5 z3 @ - }& C' y5 a9 d x0 Z/ Q4 V
- print("Thread end:" + id);& l% H5 S+ z5 N# ?! J+ a
- }
2 M, p; Y7 V0 u. o: T+ e# S. [ - let th = new Thread(run, "qiehuan");# A7 H/ X4 y1 b
- th.start(); W, k# R7 ?( ^( W6 H8 V) z0 e
- }
, t% f+ Z( R, u
1 Q7 l9 z1 I; S- function render(ctx, state, entity) {
# {. Z- N# B% a6 `; g - state.f.tick();
8 E( K# i8 q& K( x0 w+ I3 p& c - }
2 W& |+ \- C4 N
5 y8 n9 m ]* x8 y- function dispose(ctx, state, entity) {
x1 s/ E/ { o( g; ` - print("Dispose");! s! l$ D4 ?* c K- x" G8 m
- state.running = false;0 t3 O& o u9 T- t5 G( F( H
- state.f.close();! _5 z/ ?1 p4 R d
- }
4 _/ H" M* r- `8 o" _1 t4 _3 i - % I5 _; @7 }* B4 P9 Y: G1 f
- function setComp(g, value) {6 T0 S4 X* y! g" d# W6 F* b) e! [
- g.setComposite(AlphaComposite.SrcOver.derive(value));
' T. ^$ S, f3 E - }
复制代码 ! H$ Q" Y# v$ L5 @; i7 o) _
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。/ x1 M1 {% k1 Z+ ~+ p/ X! d
u) G* z) J: Q" h# j1 U3 o2 Q) m6 J% ^8 }
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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