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3 u& G) @( q; c. t* t) K9 w- A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。& @- P6 |# F$ }" U6 g# b8 t
- importPackage (java.lang);, M# F! C8 f f5 ~- C
- importPackage (java.awt);
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% V1 B; `7 o& H, `& }8 [( H ]0 t6 `9 b- include(Resources.id("mtrsteamloco:library/code/face.js"));# N |( r& U, T5 ?# D& b
- $ L" ]5 h4 K D+ w) ?1 f
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 k! [, y; X/ P8 b0 i! Z- r
6 b' [9 b4 l/ ^- function getW(str, font) {
# g7 p3 Z5 W+ G& [ - let frc = Resources.getFontRenderContext();9 O8 Q" X8 r+ w# @$ n: V
- bounds = font.getStringBounds(str, frc);
7 q/ j, N7 s+ m3 Q- F3 P1 g, @ - return Math.ceil(bounds.getWidth());- S& U8 J" a. L8 Y, S! k4 w
- }! {* K C- \9 X9 a
- & d( X) u) e9 _; o; y8 k4 D
- da = (g) => {//底图绘制% z# r7 s7 T, n$ K- K% O$ ^* Z9 ?6 j: n
- g.setColor(Color.BLACK);
( n$ t) E5 {0 A - g.fillRect(0, 0, 400, 400);
, \9 V: ]7 v7 f - }
* {4 G$ E+ ^. p/ o) y9 c - 3 t9 E0 P; o7 j" k! L- D
- db = (g) => {//上层绘制
9 Z0 h( B# m2 Y - g.setColor(Color.WHITE);/ r- C$ U T& q. f
- g.fillRect(0, 0, 400, 400);: u B9 C" N+ f9 E ?# I* r+ m
- g.setColor(Color.RED);
$ J5 o4 Z- b, Q; b7 R& K - g.setFont(font0);
8 m* a+ ~0 N- R3 X - let str = "晴纱是男娘";
9 f4 o# x* c1 {: j3 ^ - let ww = 400;
) g0 ~( Z U8 c& { - let w = getW(str, font0);
/ y8 s& E7 F: {5 b: g - g.drawString(str, ww / 2 - w / 2, 200);4 G' p, Q4 `( K4 Q
- }, U3 u3 u9 t' D9 {# C: {( Q
- " S; b8 U& `2 Q! Y: V4 n3 [
- const mat = new Matrices();
; P' L# q. v& M - mat.translate(0, 0.5, 0);
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8 T# R& U5 L' j. i, c- function create(ctx, state, entity) {0 F% k. y8 j. j1 W
- let info = {6 S! U, P H/ Y+ A F& B; V
- ctx: ctx,
/ ]1 K* Z0 ~9 D. x1 k - isTrain: false,
# t; w* z2 p, U7 u3 K - matrices: [mat],
0 ~. ~, y6 }+ Y, h1 z Y - texture: [400, 400],
4 W: {0 n# n2 s% S7 {6 z& A - model: {/ A# Z; I' U$ Z# q1 `" O4 T( J
- renderType: "light",$ R5 `1 W& ]6 l& z4 h6 f
- size: [1, 1],7 \5 ?. v: t7 O; @; ]( ]
- uvSize: [1, 1]
; u7 n: v+ m/ y2 B) z: g7 }$ _ - }
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- let f = new Face(info);
' d/ ?8 u/ C" s - state.f = f;0 y9 S! X: U, J# B3 u# y, E
% e$ M u! d0 e- let t = f.texture;0 z n8 \0 N# Y
- let g = t.graphics;
: v2 L7 _0 S" ^ R7 D6 M/ ` - state.running = true;( @- T( n, ]6 P v8 _$ X
- let fps = 24;
9 }% y* V8 d1 b U( V; ?0 p9 @ - da(g);//绘制底图) k6 {# m5 h& m+ [" {. b$ K% [' L, B
- t.upload();
x0 O. F% U) K! K& d% f* {* q9 ? - let k = 0;
5 S- k- l: Z; V1 w" r& |- Y' U - let ti = Date.now();
! c7 I% m, d3 Z3 `. `0 U - let rt = 0;5 z' T' }1 R. Q' E0 ^/ S8 O
- smooth = (k, v) => {// 平滑变化
; E3 G( ?7 A1 B7 K - if (v > k) return k;$ S5 }4 ^+ C' g+ g" E
- if (k < 0) return 0;% \( h# n/ z" n/ [
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
( x' i3 Q, g# g3 ?5 F - }$ i1 u9 U0 T# t- d# G3 _+ {
- run = () => {// 新线程
2 O8 ^4 b0 Q1 A9 v" W - let id = Thread.currentThread().getId();
% S3 K% h6 w- b9 S - print("Thread start:" + id);
% l) k/ D% l, N& z W1 C( k - while (state.running) {
( W. v" z5 ?. h g% v - try {
: _" Q- x. ]) X& { - k += (Date.now() - ti) / 1000 * 0.2;
" _3 P9 n+ y: A! s, U6 n0 n' @2 | - ti = Date.now();6 G' O5 S1 e# C
- if (k > 1.5) {4 S s# Q8 T7 L) E* }
- k = 0;3 G8 @: z, ^- F4 q
- }
( \1 d: V4 ^) ]! p4 k - setComp(g, 1);6 B6 Q% P/ [) o6 S: r4 @
- da(g);6 R& V' v/ [. P9 M3 T3 v* ~- f9 }
- let kk = smooth(1, k);//平滑切换透明度
( W% E* @/ \# S% A - setComp(g, kk);
4 X, _8 `3 Q; F8 H8 {5 ]. x - db(g);% y( l4 U/ v) q4 u6 s
- t.upload();3 _4 |9 Q6 M+ y; I5 m3 \6 w+ W# |
- ctx.setDebugInfo("rt" ,Date.now() - ti);
+ {. l1 r8 r; O1 `) n- P - ctx.setDebugInfo("k", k);# H k! h1 u0 r: k, i
- ctx.setDebugInfo("sm", kk);
& H; S, `4 C9 B - rt = Date.now() - ti;) N) g5 u: g4 J {
- Thread.sleep(ck(rt - 1000 / fps));* _6 {) v' z6 N
- ctx.setDebugInfo("error", 0)
$ i }- C6 h: x4 ^ - } catch (e) {; g) M' E6 A+ F0 D
- ctx.setDebugInfo("error", e);
0 n( g9 F9 @* G6 ^ - }
1 z9 g$ |3 l0 N- J0 o# H - }! h" ]! _ ?/ s. k# z" ~ G( [
- print("Thread end:" + id); _' a$ ~5 t4 p" [+ l+ E8 o
- }
* j& u4 m; r+ n# }2 c) X# a: ^ - let th = new Thread(run, "qiehuan");* t! v" R0 c3 J1 P; L
- th.start();
9 }& X- w: L o* E2 v1 @+ @ - }
9 }* J1 T4 m5 j
( p7 m: D: O5 E- function render(ctx, state, entity) {) h3 F7 q! ~. o7 }; ?% d
- state.f.tick();/ l2 w4 y& w& ^3 E
- }( q0 e3 ~) M/ k1 l2 @7 W. I
- 3 j6 z+ B& {7 R" a3 N5 s. [) j
- function dispose(ctx, state, entity) {
, k6 Z: Y- c/ Y+ x% S4 p3 K - print("Dispose");% c! x' T; P# w5 Y
- state.running = false;* `/ B6 j* Y V( M9 h" e
- state.f.close();7 m0 f( N3 n! E
- }& s; E) X0 W/ z& L3 k* A ]
- # V* V; F- P5 Y. W+ @
- function setComp(g, value) {
+ Y' ? N! m7 Y0 c& ^ - g.setComposite(AlphaComposite.SrcOver.derive(value));5 t. u1 Q. L3 y5 z) J
- }
复制代码
0 j! E: j+ D: h( Q" L( b3 W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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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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