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) k7 \- t# ]: S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。
: \8 x6 f4 q# B- importPackage (java.lang);3 q9 `- U* p3 v" U" Q; P" G( ?
- importPackage (java.awt);! u t6 r6 \$ @
! ?5 g5 u6 m. ~3 b' `- D5 q. l- include(Resources.id("mtrsteamloco:library/code/face.js"));
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5 a7 b' q0 d: J4 D/ _+ a7 a/ V& X- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);* t4 g4 f1 ]6 s/ Z
- $ W. w5 S! X, `+ ]. }
- function getW(str, font) {
# a0 F0 s, U3 H; N6 T, f - let frc = Resources.getFontRenderContext();( M" b, x& ?2 U: M. q
- bounds = font.getStringBounds(str, frc);
* \" o- M7 ]; |- {! { - return Math.ceil(bounds.getWidth());
\' r. e3 e! V3 G) y% F5 ^ - }
2 e# W7 u. N/ U; b" G" u
- @* Z3 P* U, ~- da = (g) => {//底图绘制
. L9 m$ I8 N1 S - g.setColor(Color.BLACK);
: F$ Z2 u/ h5 ]- W - g.fillRect(0, 0, 400, 400);
) e- C( \% k2 Z. y - }
7 n3 l/ F1 K' q9 x, H# [
+ Q9 h1 b( K @4 x% X. d: A/ S- db = (g) => {//上层绘制4 `! `( }5 r% |7 q* p
- g.setColor(Color.WHITE);+ r6 R8 T4 ?* w" C6 Q
- g.fillRect(0, 0, 400, 400);
! ^, }" \; y! E: D; T& \ - g.setColor(Color.RED);
- l( q2 C( l7 U - g.setFont(font0);. v3 ^. U" P0 o+ h; g( W
- let str = "晴纱是男娘";
- X, |) V6 }' S - let ww = 400;& l* Z8 f8 u& |6 {8 y$ y
- let w = getW(str, font0);
, T: E( h2 g4 ?& {2 ]- | - g.drawString(str, ww / 2 - w / 2, 200);; L4 t9 K6 \: `; a" `
- }) @6 E t+ C c# U
- / X! ] d- L2 i) C3 I |
- const mat = new Matrices();
& C* z4 h% j# [5 a - mat.translate(0, 0.5, 0);
* }; X ^* B& a5 j. t8 z - 6 `9 R7 W, e, d
- function create(ctx, state, entity) {
0 D# i& t5 J; K8 V - let info = {# S6 F+ a+ G; @
- ctx: ctx,- x: o* U/ R e+ a
- isTrain: false,8 G2 [- T. R; L3 D2 I3 N- u
- matrices: [mat]," V8 Z7 P. {( v0 ]
- texture: [400, 400],9 ~, K" Z) P9 u/ i: Z
- model: {
$ M1 i- N9 j& S% D5 A. m - renderType: "light",
' i) ?5 K2 p! Z& E9 {- e - size: [1, 1],
8 E- ?" h- [' u. {5 M - uvSize: [1, 1]
. f. B- X! @/ F - }6 u! o% e' o# e. M8 L
- }
. z i. I% X4 A9 Y" {. y - let f = new Face(info);& V. I) ?" q* F# m% K
- state.f = f;- z1 F* ^& f* r0 @! G4 c% W
- 5 R" ~2 w7 I4 \
- let t = f.texture;1 a B M) U- _# s) Q0 i! b
- let g = t.graphics;( O+ K, [# O, ?
- state.running = true;
* y$ A8 L+ k" B9 T1 a - let fps = 24;
0 V* G% A4 V! ? - da(g);//绘制底图" o. S. B, T" I! Z
- t.upload();
8 J8 D& o P* {+ w+ ]7 y - let k = 0;* ^- B9 U6 M. g7 n. n
- let ti = Date.now();
& s3 C0 E8 ~* h; L! M! i: U' X - let rt = 0;
. a1 p3 p2 d) R3 K- \ - smooth = (k, v) => {// 平滑变化
% L* b& ~! n' Z7 |% R - if (v > k) return k;
3 o* L& k' i' L# {0 V0 [2 h! I4 }7 v - if (k < 0) return 0;
& I M' B6 ^" K ] - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;+ |7 D) a- f6 V8 P& q
- }
* T5 M& ^$ e, ], k" z4 o4 D - run = () => {// 新线程
3 {9 V! f' z3 o/ \7 X% Q. f - let id = Thread.currentThread().getId();
9 ?3 u; m3 |; Y: L - print("Thread start:" + id);. {$ r2 j. W$ }, W
- while (state.running) {8 `) O* C) {% ]
- try {! v, i' Z3 q3 a& ~' H$ q
- k += (Date.now() - ti) / 1000 * 0.2;* K; E4 ]! R. ?; v5 y8 q
- ti = Date.now();+ P8 s" ^8 p) \( J
- if (k > 1.5) {, s% J6 Z/ n: Q4 t; u$ s
- k = 0;
! o( _/ ]; m! w* C: \, }0 l" O0 { - }
- r/ Q- W* `$ N, a: | - setComp(g, 1);
?' S3 J. f! G4 V) ^% m - da(g);' \, q- J' N0 v% X( {! Q( c* H5 G
- let kk = smooth(1, k);//平滑切换透明度, Z( B) f- h6 D5 A9 M2 O2 P8 _
- setComp(g, kk);
; A6 @4 c; ]& Y/ L3 w) h - db(g);
! L; H' t3 ^# n9 ^ v( ^% g - t.upload();% m. M) R# P3 b$ C- d' V
- ctx.setDebugInfo("rt" ,Date.now() - ti);
9 [6 \. [7 `3 L) b' x - ctx.setDebugInfo("k", k);
/ h* `# P, y+ C0 R: o; E - ctx.setDebugInfo("sm", kk);
: K/ Z* H8 U7 i# S* X8 f - rt = Date.now() - ti;
* e9 V2 z! G O/ [- j: i) m - Thread.sleep(ck(rt - 1000 / fps));
7 t9 u& {7 O2 p& H$ x' w0 b8 W, x; Y - ctx.setDebugInfo("error", 0)
! D/ E0 G$ u! F - } catch (e) {
& E* {0 O- j$ w - ctx.setDebugInfo("error", e);+ E# F8 y: [+ s$ k; S) C8 ?' V2 X
- } U5 o% b2 q& {
- }1 i4 {8 E3 x. O+ }8 e
- print("Thread end:" + id);
* E& x. n9 }2 \' w; P$ x - }
) ]. d6 s# h& e% R _' ~ - let th = new Thread(run, "qiehuan");' l) m! N8 `5 P/ M" @
- th.start();
- b5 ]2 b' j# u0 S3 Y' [ - }
7 k7 S9 S6 ~* \- b( o
4 K8 y8 R0 e7 B* k: n# r% c- function render(ctx, state, entity) {
, I4 ^! s% n$ ?5 P) n - state.f.tick();; b9 a0 J1 d& \( r! p* q: ~
- }( J% `; o( `1 X* |& F4 {
+ i) u$ S J! ]3 I, q$ Q- function dispose(ctx, state, entity) {. `% G G* F _+ \* E9 m
- print("Dispose");' {! D4 U% t9 Y( s3 P
- state.running = false;& ]/ `7 S# x4 W0 G4 c) K4 r! Z# f- ]8 U: l
- state.f.close();* U0 X2 U% c4 ~4 w4 J! E
- }
) N' o9 m% M6 I+ f5 f7 Z# m - 8 g7 X/ i W2 z, w: g+ g" \1 x8 `/ p1 L
- function setComp(g, value) {
! R+ e( i+ ~' R" w, I/ _" v - g.setComposite(AlphaComposite.SrcOver.derive(value));+ F5 }/ K# R; M! Q( F
- }
复制代码 # X. n0 w7 w K& C* G
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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3 r) V2 q, Z, G- t7 Y6 [顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)( f$ b( f- b) d7 I
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