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! i5 z- c( a5 f \" C0 `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 ]' C \3 @2 d0 H1 O% r# C5 D
- importPackage (java.lang);& Y, K# ^& z4 e
- importPackage (java.awt);* |' f, D& ?1 b6 ?7 z: A2 Y
- 5 V. f. h3 L$ j$ q
- include(Resources.id("mtrsteamloco:library/code/face.js"));
- @! D% t% l: o. W( m - b- U# r- C5 v
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);3 w. h4 A4 h( t4 J
- * ^2 Y6 k7 U" ^: @2 J/ m- r0 c
- function getW(str, font) {
- {/ ~3 j. G8 X# z/ ` - let frc = Resources.getFontRenderContext();
) w; x9 f* r% z& y% I7 p4 w - bounds = font.getStringBounds(str, frc);
, F6 i K8 e. \3 Q - return Math.ceil(bounds.getWidth());
- }0 W$ A. m! E ] - }' t# ~& A3 Q5 i+ U; ?
1 @( t. ^5 t( u/ h- da = (g) => {//底图绘制1 P+ r, Q; ?1 l8 y/ o
- g.setColor(Color.BLACK);
5 g9 V. x1 t$ [5 s - g.fillRect(0, 0, 400, 400);
3 k8 C: L. q$ f* e6 h+ k# d - }! k+ y; a/ p+ k1 M0 v
/ h7 g' v) [. s4 Y9 r- db = (g) => {//上层绘制* k! H1 @1 q1 @& }( A* V, f
- g.setColor(Color.WHITE);
/ @; d. L0 Q3 d1 h' K7 D* z5 i - g.fillRect(0, 0, 400, 400);
$ C- K4 r0 w1 w - g.setColor(Color.RED);
$ {1 c7 G0 X1 Y - g.setFont(font0);9 Q* i9 @+ u9 {- s! H9 ^2 k+ k
- let str = "晴纱是男娘";
8 _" ~% t7 l9 L - let ww = 400;/ R" l; f0 J( I/ m5 F
- let w = getW(str, font0);
* ]+ l9 |# ~6 S3 Q; m& B - g.drawString(str, ww / 2 - w / 2, 200);9 Z. Y% Z1 d+ ~- ^9 T# \
- }! f* Y2 b9 G) U4 B
1 G4 d$ N# `6 }' D! G8 n- const mat = new Matrices();
2 _6 S% P, P2 o+ e5 w7 h( V: ?% T - mat.translate(0, 0.5, 0);* x3 v% O) u. p3 _1 U/ ?
- - P) t( c; ?+ I
- function create(ctx, state, entity) {
; C4 d( Q9 ` A% J - let info = {% c9 t+ k5 s# k$ P, d
- ctx: ctx,
5 N7 u, \* I! U( u! A/ [/ G- O6 w5 l - isTrain: false,
7 f1 ~ N" R8 `8 }$ D- }2 \ - matrices: [mat],3 O3 H& P) T3 V% W: f' h& G
- texture: [400, 400],1 r4 @$ r/ P3 R* X
- model: {' j( X; |# A3 p8 p6 G& ?* N/ E
- renderType: "light",
6 q" H$ J1 A; v) v - size: [1, 1],) D" g! e% W0 t
- uvSize: [1, 1]
4 F0 d: P+ k( o. @ - }
$ D( Q+ r3 s- o0 m6 i - }
3 ~ ]" M' K2 M. {/ p+ H - let f = new Face(info);
2 v7 N0 F- H+ s - state.f = f;
U& `3 W9 J! J i - 8 A1 e* b- W r
- let t = f.texture;$ E' G' Y. K* a. h
- let g = t.graphics;
! O$ J. w7 v9 H# [$ }6 @8 {4 o - state.running = true;9 g. Y9 j+ W t0 @
- let fps = 24;
: t( Z% L: \# U - da(g);//绘制底图
. _5 P, v2 A1 i - t.upload();
& B" B7 y- b' U8 | - let k = 0;+ \/ y9 s9 ^3 @8 k! W8 M
- let ti = Date.now();& ], k' w' D+ W: |0 Y7 ^( O _
- let rt = 0;! F( G! x6 w& B3 [
- smooth = (k, v) => {// 平滑变化
, Z& F; C0 F# G& t7 J9 \ - if (v > k) return k;
; Y$ {0 |5 N# R2 b: P - if (k < 0) return 0;
Z& j m- o" A; N; _& z% w8 h# A. a - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;# ^8 ? D+ f( O" U* X/ N3 \
- }
. ~; P+ N! P b% w4 R& ] - run = () => {// 新线程4 V3 Y0 b: h. g4 H8 A( J
- let id = Thread.currentThread().getId(); K. @0 S Y R6 @
- print("Thread start:" + id);
9 _) o/ w1 x& W$ u' o1 y' r9 C - while (state.running) {6 f. Z, m7 g: e3 w. p1 C+ B0 j! q& E
- try {2 o1 {! q/ i1 k9 @1 P
- k += (Date.now() - ti) / 1000 * 0.2;
% _" m% T' O3 i% K( E3 m W - ti = Date.now();( j! q) M3 H2 }5 m: d6 H( C
- if (k > 1.5) {
4 w( R' f( o' }6 Z" z - k = 0; M# O" H5 q9 C
- }
+ U. M8 y2 E6 Z - setComp(g, 1);& v' }: N: v% o m8 c$ b1 e0 Z
- da(g);6 C& d# h4 p, K
- let kk = smooth(1, k);//平滑切换透明度
# q/ v/ Y n- R3 X - setComp(g, kk);
1 ]/ C) s% | I. \ - db(g);% W! I4 {2 H& y8 T( Z" o' m$ s
- t.upload();
3 m2 |1 P7 j+ r5 F- R E% ~6 o - ctx.setDebugInfo("rt" ,Date.now() - ti);
% _2 L9 B8 n6 |9 F - ctx.setDebugInfo("k", k);
0 x7 L& @/ j h - ctx.setDebugInfo("sm", kk);
- T' K: W; @- \ Q2 n# L' m' G9 v - rt = Date.now() - ti;4 }- D* i* E% U% B* s9 @" e4 y
- Thread.sleep(ck(rt - 1000 / fps));/ s9 k7 k$ x2 g7 r
- ctx.setDebugInfo("error", 0)
* j( J( o# t7 T - } catch (e) {
/ R# {# f+ Z0 H) s$ y - ctx.setDebugInfo("error", e);
1 L" E+ y* T2 [5 w1 x$ @ - }
2 r) V; y# j8 S - }
$ M; K9 w) D* b( ~ - print("Thread end:" + id);
3 u4 x7 M( {% O - }
4 l; R0 } q) P$ k8 p - let th = new Thread(run, "qiehuan");7 x3 ^) _% r+ N
- th.start();7 [9 I" C W1 S# A1 L
- }
" i# ?, H4 W8 i1 q" ]& f, l( t - & C6 B& g- p+ C( J, }& h
- function render(ctx, state, entity) {/ L0 o' b, H8 V" e
- state.f.tick();4 d" {4 D6 H9 B$ `. `
- }/ t+ Z. L6 m" m7 d+ @ J" b' {# l
- ( w. ]/ D) t7 r p% ]
- function dispose(ctx, state, entity) {
! c1 w- X8 J. h - print("Dispose");! P. Y) B3 J6 k [
- state.running = false;
& j) g+ v8 |3 P7 T. U - state.f.close();( t" s9 Z& B" h
- }
' ^5 S4 |# c+ ]; w - 9 t4 t H9 V; S! |: R3 g
- function setComp(g, value) {
' G1 l3 p2 }9 M. P, U* m: n - g.setComposite(AlphaComposite.SrcOver.derive(value));
$ y0 B0 O! Y2 X- ^5 ]- S0 d - }
复制代码
- T# G4 x6 f9 P6 o! a l9 E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。
5 _1 p( }( Y& t/ I5 v6 Y% c C) h/ q9 \- }, m
5 P4 |* w! @; }1 R' ~
顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)- B3 i; J" b R4 \ K- T% W
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