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) Z5 m4 ] | Y* n5 u" Z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。" v& y `6 {4 L4 B: r* C" B7 u* M: Z
- importPackage (java.lang);( Y2 j/ D0 [! \& x8 ~" Q
- importPackage (java.awt);
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0 `3 s3 L" X- X4 R9 }- include(Resources.id("mtrsteamloco:library/code/face.js"));! B. u7 [) V& O$ Q+ _# b, w' m
/ s) p, y: \ B1 M$ S- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);' Y/ P. x0 M, _- W
- / `& U" J V$ n' d1 O9 y
- function getW(str, font) {; J- h7 u2 Z& g4 `' B
- let frc = Resources.getFontRenderContext();
. q: h# Z( ]% K, _2 {: W - bounds = font.getStringBounds(str, frc);/ }' i$ G! g; o. w* r+ [3 B
- return Math.ceil(bounds.getWidth());. i# t1 _6 e$ S7 ]+ P
- }& N* q( ?0 i' U1 E5 A2 M
- ! @. u& L0 y: E3 k" M
- da = (g) => {//底图绘制! q/ l9 x* u* A$ X4 e: @
- g.setColor(Color.BLACK);
6 V3 f5 I5 O1 o& m( p. y - g.fillRect(0, 0, 400, 400);* R0 g/ \% x# y/ p; O
- }$ T0 z# G1 v, c s- f8 ^' M
- " w( r" _9 n( ^1 P9 @$ W4 S% A
- db = (g) => {//上层绘制
* R! u& d' W: F4 ^# x. o7 ~, m) {4 Q - g.setColor(Color.WHITE);& \1 [+ k$ G3 ~% k S, ]# e! ?
- g.fillRect(0, 0, 400, 400);
+ E# R! h" |3 @! E - g.setColor(Color.RED);7 q. g N# T/ L2 B: u
- g.setFont(font0);
9 V: e/ W( L1 X4 R - let str = "晴纱是男娘";3 F6 }' v0 a* M0 `: s" x- z, d
- let ww = 400;
. _) k9 o2 V) B - let w = getW(str, font0);1 r+ u: P! ?9 y8 ?- ]
- g.drawString(str, ww / 2 - w / 2, 200);
; v+ V3 O/ I t3 C! s9 i - }
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. R- p5 i' F$ u: W J0 ]/ c- const mat = new Matrices();
7 v6 u b- ]8 y+ n) [8 _, T - mat.translate(0, 0.5, 0);
: Y6 B/ h4 \- L+ v$ ~) j! `% N3 K5 c - # ?- O4 L4 R& H/ ~9 N
- function create(ctx, state, entity) {
% a* @* j( V) k+ }" J - let info = {, b" ~/ j- L% a( v) K$ C+ ?
- ctx: ctx,
0 u! r7 h" ?9 V/ _* a/ v4 { - isTrain: false,
3 [5 ` r3 E! I; w - matrices: [mat],
8 W S1 G) q# x* J& b& a& F( ] - texture: [400, 400],
8 V( i4 U# a( o' k+ } - model: {
1 {) Z" T0 t) M) O* e8 Q0 \% p - renderType: "light",
! J3 n- d% F I" m+ n0 k - size: [1, 1],( o3 T: E7 o' p9 [! [4 n. ^% [
- uvSize: [1, 1]
/ h3 y( F) S! L, Q - }
5 V8 |! a& \; Z - }
7 H3 |% ?* b6 H2 t4 Z6 \ - let f = new Face(info);
6 d) q" L V s1 q1 V# }# j( i5 @ - state.f = f;
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4 R0 o0 [- ]1 K2 M- let t = f.texture;2 f, S7 ~( y" [/ t3 u
- let g = t.graphics;
& M' M0 M3 Z, B* K% p - state.running = true;
# d5 |) V9 f0 j4 p% T& n - let fps = 24;
( q* \) j |3 V3 ?0 w1 E9 k - da(g);//绘制底图( Y. P' e: z, K$ z4 z0 d9 g! R
- t.upload();
$ ]- M2 h2 ?3 \8 \( M- A# a1 T - let k = 0;
* w4 r9 R4 h- N C( X4 w - let ti = Date.now();8 U, C" T) d, w7 S% |7 g8 |
- let rt = 0;
& q6 |/ _1 R1 g - smooth = (k, v) => {// 平滑变化
) ^2 J a% a, C4 @9 H - if (v > k) return k;" d) G1 c; f/ I, q: n# g' ^6 t% o
- if (k < 0) return 0;+ n3 T @6 O- |2 b
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;* i9 w/ a* n2 n* c
- }
. \. p2 x) I# o7 | - run = () => {// 新线程
5 f% c0 j' g' \* R4 s& i0 [- w - let id = Thread.currentThread().getId();
8 ]# f3 O; @! ]$ k - print("Thread start:" + id);/ ^& Z" w4 \& S7 ] D5 g
- while (state.running) {
/ c1 M. u0 T" I" p8 t - try {
" _# T6 _ W: @6 t) l. I - k += (Date.now() - ti) / 1000 * 0.2;
8 |) h' C+ {2 T5 a2 ?; X! O - ti = Date.now();
* y y' E, {4 G0 |, {' `5 a: D - if (k > 1.5) {
* m7 u* F+ v J! F - k = 0;
1 t) V0 Q. O- F - }
& {' Q0 r$ N9 ? - setComp(g, 1);" p9 m% F- j; N) _0 q: z! W7 D: q
- da(g);
% T: \& g3 ?2 g5 N8 R! a - let kk = smooth(1, k);//平滑切换透明度6 B* `; `0 |" S2 }6 I1 F* F
- setComp(g, kk);
9 }9 J" O, Q+ q- X8 S6 V7 p - db(g);
4 T) C2 ]( H0 P0 h# b# t/ E - t.upload();) @4 ]3 K! Y* K6 G8 m
- ctx.setDebugInfo("rt" ,Date.now() - ti);; g" \7 M$ ?9 H5 j$ P. q
- ctx.setDebugInfo("k", k);6 U7 M1 V7 X' Q4 `! E1 c" L
- ctx.setDebugInfo("sm", kk);% Q& l) h, P8 ?/ H+ A2 K o
- rt = Date.now() - ti;
( H# h4 ~0 s. V+ m4 N6 d% R - Thread.sleep(ck(rt - 1000 / fps));3 h6 t. F& `( n
- ctx.setDebugInfo("error", 0)' }, Y, H3 x, U+ @
- } catch (e) {
8 K( @- i( @7 e) U( a# Y, s3 \5 c+ U - ctx.setDebugInfo("error", e);" B7 D* u3 s3 \' {! h, ^+ M2 I u/ W
- }. L; z. u% M$ W+ Y
- }
" ~6 d# B( X5 {! @5 v) |) ]( q - print("Thread end:" + id);
1 K) m: K6 v) K - }
7 Z( E' o: }! ~8 p7 k6 ~' n- W - let th = new Thread(run, "qiehuan"); o7 w) L9 O0 V5 d v
- th.start(); ~( y% Z) w0 Y( r0 _0 r
- }
8 k% u5 p7 U9 ~9 B. x* r
: x* w$ G4 c+ h1 p- function render(ctx, state, entity) {
! c$ E' X+ s6 J - state.f.tick();7 S) a+ w) U. v9 X( Y: Q
- }6 B0 n1 p! L C8 j1 D7 f$ e3 @
; m3 Y' g4 a& n' E1 B- `9 D( L4 W- function dispose(ctx, state, entity) {( z3 E1 p$ X8 Y( y K
- print("Dispose");% d0 S. y+ @4 e: j3 q7 _5 B" e1 D( m1 Q
- state.running = false;
5 X1 M& Z8 k% L& b* }4 Q - state.f.close();
! e! [* y. F5 f& u( x% G$ A - }
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- function setComp(g, value) {! P8 B4 v! G0 L, z' t6 `7 ^" g0 B
- g.setComposite(AlphaComposite.SrcOver.derive(value));% a: f- ^8 T# |4 d& S! ?
- }
复制代码 , c8 v A5 o0 b
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 k% y! X: {: } w, p/ g e
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7 q0 q: g; f5 Q+ [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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