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' f G+ J9 b: S0 W" X( A+ w2 a( ]) h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。
" p" u u; T2 i9 @' {7 e c- importPackage (java.lang);1 w- n/ R( D u$ I/ Q* v
- importPackage (java.awt);
3 K1 }& w. A1 I; H1 r5 k( U( U
) [7 Q: p/ i# V1 P- include(Resources.id("mtrsteamloco:library/code/face.js"));
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* _* ~- A$ W: H& t1 X1 j/ { \- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);8 w. a% t. o. b7 N. D/ O' n
* I7 ~. R: e- z" ~ i) O$ P- function getW(str, font) {
4 }/ s. r+ y( h8 @$ b - let frc = Resources.getFontRenderContext();3 {# W9 y& T8 f) S, T
- bounds = font.getStringBounds(str, frc);
+ T9 L5 ]+ U! m( s) B2 o! B: F9 K4 k - return Math.ceil(bounds.getWidth());
- {9 N. C0 a5 X* _; ]: X) Q3 _ - }
2 A m$ J, g4 @0 Y. {7 a1 E/ L1 M6 \ - # D* `* ~! ~7 G+ a n8 Y4 e
- da = (g) => {//底图绘制# B8 D1 m5 }6 F' v
- g.setColor(Color.BLACK);, B3 V& p0 A' w9 x5 x+ N" l9 M- S
- g.fillRect(0, 0, 400, 400);! z) L1 q! D- h) p2 h
- }
$ s" |5 ^& u2 X8 ~ - 2 m) p" A4 Q. M2 M
- db = (g) => {//上层绘制- a' U0 \& G1 x9 H8 E# L1 H
- g.setColor(Color.WHITE);+ E2 \; @! ]: W' N1 C6 v+ D
- g.fillRect(0, 0, 400, 400);: m7 M- ?) W+ z+ C5 m
- g.setColor(Color.RED);6 S# b1 c$ W8 |, k
- g.setFont(font0);5 y& z# N* t$ }4 x- f ?
- let str = "晴纱是男娘";% y. @5 }8 u( v
- let ww = 400;
8 n) j5 S) M6 j7 |5 N, y; Y - let w = getW(str, font0);& [/ @, e8 P% D$ j( D
- g.drawString(str, ww / 2 - w / 2, 200);3 h2 B8 }9 V2 ?6 I3 F
- }
& _! Z2 a! }) r - + x; w' G j0 P1 k! N# ~+ e
- const mat = new Matrices();
8 p8 @6 L: W: P4 O - mat.translate(0, 0.5, 0);! d1 a& ~+ f& x
- * M- \% d; S7 i* Z1 K/ s; ]5 F
- function create(ctx, state, entity) {
9 a: z( Z, h0 d1 f6 m4 ^ - let info = {* D2 E( S' v; X, r& m. r
- ctx: ctx,8 N# O$ O) u1 b: z
- isTrain: false,$ w" k! E: S# [( N# M! C; m
- matrices: [mat],
" X7 c$ _* P% l: ] - texture: [400, 400],
. e* [3 B& `8 L* ? - model: {
+ m/ r( ^. y& f5 y& B - renderType: "light",) F1 d! n$ ~6 Z
- size: [1, 1],8 Q5 x: L# S/ ^$ s( }% i% y
- uvSize: [1, 1]
2 c* Q9 [6 b/ l( Z - }
& ]3 \# }- X5 ^0 W5 k7 W6 A - }
5 ^; p. [3 u4 Q3 ~* @" d - let f = new Face(info);
+ M" x# ~# C" s* p1 o - state.f = f;
. e* _7 P1 ]( v* G - 9 v! w; S! S6 g2 t" m$ ~9 _- h
- let t = f.texture;
$ T9 f2 _9 [! x; G/ G- ~ - let g = t.graphics;% B2 \3 O1 F* U4 F
- state.running = true;
2 ^. ~6 u) U4 R+ H! x8 u% j - let fps = 24;$ J2 ?- Z ~5 ^8 w% `2 J- X5 r4 E
- da(g);//绘制底图( T$ k! g) u( {# t8 J0 t9 k0 J
- t.upload();
9 F3 X0 k+ n( `6 { - let k = 0;! _6 i$ W! [, L9 q9 t2 g
- let ti = Date.now();! ?5 Z3 ^3 Y3 g: p `, t
- let rt = 0;
8 Q4 X9 L9 E2 `0 }6 } - smooth = (k, v) => {// 平滑变化8 @2 M! u5 Q7 r2 Q; a N
- if (v > k) return k;2 D' i7 M( t3 I" L9 O' U: ]9 \
- if (k < 0) return 0;, w" t5 P. ^3 l
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;9 e7 W; Z2 w3 q( m
- }
2 ~! W* Y1 I) L - run = () => {// 新线程
. T- z# [0 i) A - let id = Thread.currentThread().getId();' S" M2 c/ F- h" z h
- print("Thread start:" + id);. j8 q( R; }6 O, o4 U2 r% K, E- R
- while (state.running) {7 k1 |4 H( j- ~% q2 o/ }
- try {
/ f& [; {0 @7 \ L' \ - k += (Date.now() - ti) / 1000 * 0.2;7 E4 g% n: S+ I: s
- ti = Date.now();
& s0 F4 P( k! a7 S - if (k > 1.5) { ?! z- ?5 r+ c/ @) H" {6 x
- k = 0;
4 B! k+ j% Z& `$ i% j, ~ - }
* d9 k7 q& u0 _2 C- M2 P& r - setComp(g, 1);
' D& x8 S: S$ h& r - da(g);
$ U* l8 K( p7 |- V' ? - let kk = smooth(1, k);//平滑切换透明度" d& W( ^: m, t6 B2 g8 V
- setComp(g, kk);' K- }' q7 B3 [: \5 ~$ y, M
- db(g);
0 R) V1 s0 a. Q; L: d7 k$ R - t.upload();
! G2 @4 a. E- k- F8 V# B- _5 I - ctx.setDebugInfo("rt" ,Date.now() - ti);
, N2 T X9 j( {% W0 L8 P4 | - ctx.setDebugInfo("k", k);' E% L D8 Z4 G1 Z# i4 o/ s
- ctx.setDebugInfo("sm", kk);
) Z9 C% o( g! M k8 C - rt = Date.now() - ti;
5 u9 c: N) ?- G+ E3 {( e. g3 X9 G - Thread.sleep(ck(rt - 1000 / fps));
. x: Q" {/ U9 ]2 v; N1 n" A ^& m' x - ctx.setDebugInfo("error", 0)8 K" O) g5 @" O D
- } catch (e) {
% d( B5 B9 A+ W1 _ - ctx.setDebugInfo("error", e);' x$ @0 @5 r) V6 l
- }& X. T9 p1 o% d3 [) ]" l# l) f
- }% e3 p; K# \! ?4 a* K) G' Q
- print("Thread end:" + id);; V5 S8 J j. i1 Z+ a% u( a3 n
- }
8 B; v" h" c1 n S" G2 q" d% D/ I! L - let th = new Thread(run, "qiehuan");' t7 b; C1 c- z
- th.start();
+ {+ F3 I- `* B0 F - }0 S1 U/ @8 z9 C2 y
- * w4 C- K# g& a% Y2 L
- function render(ctx, state, entity) {
" i0 ]$ p- M o$ K8 u& s - state.f.tick();& a+ T+ W0 W0 }/ h+ d
- }: @, ?* N0 p- o' ]+ H& Y
3 |, Z/ i! X! [1 n0 O- function dispose(ctx, state, entity) {" [ Q+ x2 e R+ z' [' n- P/ m
- print("Dispose");
3 {4 [' B+ b5 L( y0 s2 F; n - state.running = false;
: P: s6 L/ n3 T4 d - state.f.close();' H8 f: g1 I' R& x7 {
- }* Z: L- @. w& e' K! ^' r# H
- " s0 q) c5 |* _% Z( S9 b& i3 y2 F
- function setComp(g, value) {( m( c6 Q' ?; X' c* r' l
- g.setComposite(AlphaComposite.SrcOver.derive(value));
) \+ b* k5 G% M U. T, O6 J - }
复制代码
- j0 E1 }! N7 q' 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。
z+ J9 N9 {$ G. }- B2 k! N0 P- |4 n \" G% p6 B( U3 ]
- z! P K& G4 m5 U5 X% }6 M顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下); q6 d+ Z: q4 @: S+ r0 B# I
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