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# Q. B% |- Y* p3 ?3 ~4 K: a! q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。
* I% _# t1 H$ X! l7 I- importPackage (java.lang);
5 w4 v, F. x0 l" F+ j: U1 b% V$ \ - importPackage (java.awt);
- L# q6 @) h S4 x: { - ( z* C! c. @0 a3 W+ Q
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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# ~( I; C4 S2 y% x& T9 G/ z x- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
" Y( n; T+ Z7 t& L
8 X9 F) m0 {( Z9 z9 _# T- function getW(str, font) {
4 z+ t' N0 |: c) S6 X - let frc = Resources.getFontRenderContext();; B% L( v6 W5 D7 g) }5 q! P- h x
- bounds = font.getStringBounds(str, frc);% U, ]* Q: O1 O# _
- return Math.ceil(bounds.getWidth());
8 E+ |, V1 F) U1 _, P# j9 c - }
9 V( I! F0 _) j9 w0 X, y; d% z
$ Y5 R) R2 f8 k6 N1 a8 P% n# F+ k- da = (g) => {//底图绘制' L5 R, y# J, h- D4 k5 l# E9 P
- g.setColor(Color.BLACK);8 v) ?2 A2 O+ O; I
- g.fillRect(0, 0, 400, 400); u3 @4 w+ Y' o! x; p1 t
- }& `& S# w/ D; j1 Z$ k+ x& B' l
5 }$ {! l G, c+ h4 C1 k X" {! t- db = (g) => {//上层绘制
+ }" x8 H' i$ d - g.setColor(Color.WHITE);
0 l( c, B9 D. t5 _ - g.fillRect(0, 0, 400, 400);
* N/ ?" ~3 D3 M' Y, \# l - g.setColor(Color.RED);$ Q" E. G0 ^3 L, q8 G } d
- g.setFont(font0);
: m6 l, u, K9 v8 G - let str = "晴纱是男娘";
m8 {% s' a' N - let ww = 400;$ x6 W$ E' ]! _9 Y
- let w = getW(str, font0);. V7 \0 o6 B. n+ }9 g* Y. D
- g.drawString(str, ww / 2 - w / 2, 200);, h) { K. x; v- k. m$ ~+ r
- } a* G6 D( @; z7 o* y- ]
: R0 ]# d4 `% p" B# x% Y6 j- const mat = new Matrices();+ c2 _6 i5 h! j' [, h
- mat.translate(0, 0.5, 0);+ a( h6 [; J" [* {
+ Q8 n+ r! {8 `& J9 z6 o- function create(ctx, state, entity) {* n% D4 G. }5 I
- let info = {% G* A( V/ N$ Y# ~2 Z
- ctx: ctx,: G( j# R- Y( T' s7 [
- isTrain: false,
5 {0 G2 S9 ~' q1 T - matrices: [mat],
6 L. {! X& s* K% c! B - texture: [400, 400],
) W* M$ \( C' \2 B4 s" ? - model: {
. T8 d W/ p. Y7 E: Q - renderType: "light",
" n. h8 l7 C% E& Y3 t; j$ C/ e! Y+ s - size: [1, 1],) o' I _( ?! q. a) p/ f
- uvSize: [1, 1]! R7 d$ q6 J. p* }2 g N
- }
8 m9 Y. ~" r3 b, \" x, [3 A - }0 B8 @; y+ r- q" V3 O; a
- let f = new Face(info);
2 M+ }/ J/ E1 Z - state.f = f;8 \. r1 H1 v) c! k
- - }4 e( e; N7 e# i9 ^4 w
- let t = f.texture;
) L9 Q9 v2 ?% ` Z3 N - let g = t.graphics; {! M1 q: f3 {9 G/ y9 n
- state.running = true;
! n+ E: G: X3 l: n) F5 Z - let fps = 24;7 K' }$ S& T. y
- da(g);//绘制底图. G2 S8 D; c) q
- t.upload();
4 D4 o' C. ~# R$ B4 W( r# \7 P - let k = 0;$ S; W( u4 y/ ^ g X8 L9 x
- let ti = Date.now();
; L& r& b3 X' x8 h. }( Q - let rt = 0;. g% @6 C. w7 x9 Y
- smooth = (k, v) => {// 平滑变化1 N9 H4 j. b3 m" P
- if (v > k) return k;
% m6 w ]& t9 [* J - if (k < 0) return 0;9 N- n. L9 I) b8 N8 _7 E3 E7 v
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
/ ~/ b, F0 u$ h1 @- m! { - }
& f# x& v ]4 [. G( A+ Y - run = () => {// 新线程
. X0 g" X+ I1 o+ H# |$ ^& G& | - let id = Thread.currentThread().getId();& h% ~2 p" U3 m& M' I' {1 z3 ~
- print("Thread start:" + id);
* X4 H" e4 F+ g - while (state.running) {" Y ]0 C2 v8 G }5 B9 d
- try {
, L& i1 K2 m, M$ } - k += (Date.now() - ti) / 1000 * 0.2;
) d8 e* n7 R: c0 g6 P - ti = Date.now();2 E, M3 s& W! ]% q% D$ V
- if (k > 1.5) {
9 X. L& K; a, g3 L - k = 0;
& ~# N5 H( s- P8 m& \ - }
& J L% ]# v$ Z2 G+ e - setComp(g, 1); \) Z. \6 Q, n" v
- da(g);
% H1 e) W7 B1 Q9 d, o) Y - let kk = smooth(1, k);//平滑切换透明度
# b& _3 N+ h l7 g/ D - setComp(g, kk);8 m; L6 l# _' m) M
- db(g);
7 v7 Q8 i: r9 h+ H, m - t.upload();4 z$ U0 M( ]! ]" I
- ctx.setDebugInfo("rt" ,Date.now() - ti);
& c- d* i& I# h% g: ? M' I - ctx.setDebugInfo("k", k);
8 A u+ A' u+ d6 X - ctx.setDebugInfo("sm", kk);
! k) G6 O. n$ k; Z; b) z - rt = Date.now() - ti;
! k1 k/ b& ~5 h& ~- I$ C - Thread.sleep(ck(rt - 1000 / fps));4 }6 b+ O. F m: ?3 s6 s+ G
- ctx.setDebugInfo("error", 0)9 J0 Z) z9 D- u' u+ _- e) B
- } catch (e) {0 Q" g! q7 l8 b# P7 Y; l
- ctx.setDebugInfo("error", e);) f; u1 U' A/ j4 v
- }
n+ |& I5 S& W4 u - }# q: T9 W \, R+ G9 D- o
- print("Thread end:" + id);' S/ J% ?' a3 G8 e5 F
- }
3 D0 R, h" s( Y- F( Z% N% v) r- w - let th = new Thread(run, "qiehuan");
6 S8 L+ I& q3 G" ?. w/ o/ K - th.start();" ]5 `& N" e, D( {! P& {& h* H
- }
! J0 ]1 }7 i+ R; }6 h- h$ F - $ g$ b! I1 T* D- a
- function render(ctx, state, entity) {
+ `; Z+ q# S6 m/ Q - state.f.tick();0 C; ^" B U; b: l- |( _( q* s3 x
- }
" f+ H6 }# @8 e6 E
+ p' \* `. g# Q) a: S- function dispose(ctx, state, entity) {
5 v* I F- p* }0 h - print("Dispose");- G, M4 d5 o3 W1 j7 u
- state.running = false;5 k! Z9 a# Y; g2 p7 l9 E
- state.f.close();
$ t: w( T ~1 `, }0 S - }
0 s0 U9 e' H, h - * u+ N3 e2 H5 Y
- function setComp(g, value) {
8 K5 z m2 R6 p/ e - g.setComposite(AlphaComposite.SrcOver.derive(value));
5 A5 Q# m0 G& {8 h( ]( W - }
复制代码
' r' o% i9 ^8 u$ 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。
3 T, {, O4 D0 }/ q9 w. ?; H1 Q5 n G% o
1 W& A6 Z( T& t( B顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)* ^4 N0 P0 @$ t
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