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" q$ \0 s; E. R6 L8 |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。
; v8 Y1 _7 A2 i+ W3 o, u- importPackage (java.lang);" \/ z" k7 z( G8 v
- importPackage (java.awt);; I1 b2 \7 d d2 o
- 4 u4 \* N4 h* J4 s
- include(Resources.id("mtrsteamloco:library/code/face.js"));+ j5 T6 r0 r5 ^+ d& J
+ c! W6 x S" \6 s# R9 ^$ N- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
: \' j8 h* f& X# Y5 l% o P
( \0 S8 w. @5 w [- function getW(str, font) {) P; J- a1 f2 R4 E9 k
- let frc = Resources.getFontRenderContext();! \/ G; _* E0 v4 X
- bounds = font.getStringBounds(str, frc);2 J# ?) d n7 @) y( n
- return Math.ceil(bounds.getWidth());
, k* b1 {, J7 e* o! G9 Z - }! t- D2 I: t* y# S, L
- ) p6 Y3 e# |9 j% n: ^
- da = (g) => {//底图绘制
* W2 I) O( r& K+ k" d - g.setColor(Color.BLACK);
$ Z. ^# S: _( @7 F - g.fillRect(0, 0, 400, 400);: T3 X8 T% n" C" r
- }
0 L" l$ |( q. g) t d3 L; f
5 ] d6 u V. o1 s- db = (g) => {//上层绘制) X) o6 Q7 ~. \; ~9 s
- g.setColor(Color.WHITE);2 O' l; e0 ^3 s5 \
- g.fillRect(0, 0, 400, 400);
. L: m0 q7 J) r$ x) G, Q% E - g.setColor(Color.RED);" h, a1 g }" a* e! ~
- g.setFont(font0);( C, V! a% x0 O
- let str = "晴纱是男娘";
# w F0 @6 W! [ - let ww = 400;2 |( t3 [5 I8 V( t8 W
- let w = getW(str, font0);/ U) S/ f3 f, V/ V
- g.drawString(str, ww / 2 - w / 2, 200);
/ H! R3 Q5 P8 o6 }# D - }) B7 c6 _) T8 Y- p8 q* d' A7 E
- % E- e8 b; n6 N, Q
- const mat = new Matrices();
4 S$ `/ K" t6 x" R: L2 S& e& j5 n - mat.translate(0, 0.5, 0);
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% L) q0 R% [, K- function create(ctx, state, entity) {% a' N3 L2 y8 `1 u& w
- let info = {
! V+ W& Y H/ O& N1 c8 L - ctx: ctx,
- g+ R6 Q- M: ^, E" R4 g; k2 ` - isTrain: false,
W/ A/ v+ c- _2 n& [/ U2 Z - matrices: [mat],
- D1 ]! ? M4 f/ t: S1 H: H - texture: [400, 400],/ Y7 Z% k" y) e' L
- model: {3 w8 R% U1 o# Z R( A
- renderType: "light",
8 Y/ f+ Q5 K5 q% y4 b - size: [1, 1],4 h5 y% r# k# j; V1 ?' q& C2 t& z
- uvSize: [1, 1]! m5 o/ q6 I8 z0 ~4 U
- }
U+ t9 l% Q7 q: s: l - }& B' t) Y( J! \" S( F* Y
- let f = new Face(info);
* O4 F0 D2 [6 ~. u - state.f = f;3 W" C; j3 |/ S3 @" {
- 2 Y/ P2 c6 W v$ F8 t. s
- let t = f.texture;
: P) m. I3 L i, G" z4 k - let g = t.graphics;
" h+ C2 g: l" `4 @9 c - state.running = true;* W9 [1 O: l+ `) v+ H8 w8 T9 p
- let fps = 24;
+ W( t* h, _$ P: m - da(g);//绘制底图
- W! l" t5 C; i6 e2 e) N! \! v/ F - t.upload();
% g s2 s5 q' ~ - let k = 0;
+ N, z6 N5 Q5 u - let ti = Date.now();
/ w6 k3 E2 v/ o' K1 G2 { - let rt = 0;6 ~1 j6 `0 D. R( j% }$ g
- smooth = (k, v) => {// 平滑变化2 c" k" W5 A0 L, B. E$ R, U
- if (v > k) return k;+ P- p9 ]# z, d9 ?3 A
- if (k < 0) return 0;
. G9 Q1 Q! D9 h* [5 m1 U) z - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;( ?8 n+ M) A. H: X
- }
{7 ]7 f F! d; l! `: W- U( F - run = () => {// 新线程
1 O8 B- o. l' [ - let id = Thread.currentThread().getId();- ?, n W" R2 |
- print("Thread start:" + id);
" Q& `# a* S2 n - while (state.running) {' B) P. h" p, L" B
- try {
6 v) I) `+ C' `5 y2 t( _& b - k += (Date.now() - ti) / 1000 * 0.2;
/ I5 }. D7 r0 q2 t2 X - ti = Date.now();
4 R! F3 ?+ B6 [1 l t; j* Z1 B - if (k > 1.5) {
& ?" W6 x7 M# M4 D - k = 0;6 z; B, L h3 m t5 ^6 f
- }4 H$ Y3 n' w( w6 r5 [! p
- setComp(g, 1);
% L/ `. w6 K3 g9 j; e/ [ - da(g);
- O, T- J A7 J& ?2 G5 S0 a - let kk = smooth(1, k);//平滑切换透明度
3 p4 k2 e; u& g( z$ l8 x - setComp(g, kk);! p8 F5 {1 v# N; Z9 I6 a
- db(g);/ m! n5 S% |0 u/ `3 b% m: V
- t.upload();+ O0 [$ ^, Y. Q( l
- ctx.setDebugInfo("rt" ,Date.now() - ti); t/ l7 i" k, G( f9 {% L& o0 S
- ctx.setDebugInfo("k", k);
" ~* j/ q% N* m$ }" X, u: _/ x - ctx.setDebugInfo("sm", kk);
# ^ D$ S5 p3 W6 _) o - rt = Date.now() - ti;) ?) a- @( j$ y7 T- a( P1 `
- Thread.sleep(ck(rt - 1000 / fps));+ @/ o4 `1 q: U9 ]- d
- ctx.setDebugInfo("error", 0)" f, V. t2 i5 R* H
- } catch (e) {
+ D! R+ d% e' z6 g& C - ctx.setDebugInfo("error", e);2 A* r7 S1 i0 s. T6 [/ r2 z
- }- ?. S6 O" H: T" G; g- v8 |3 e J
- }. l( a% w& F& v u* E% i# @0 `" X
- print("Thread end:" + id);8 o6 x( t0 C$ Y# O' Z
- }
0 @ b# k# y5 ~+ F - let th = new Thread(run, "qiehuan");7 f8 \9 N- t a H9 D
- th.start();5 j7 Z9 c& T2 p
- }4 J7 ^# I. j" ?: s" q9 C
6 e' V2 Y4 @- z. r( g2 l& v! d* o) h- function render(ctx, state, entity) {+ Y/ j) a8 [8 m+ \; y
- state.f.tick();( R9 T! L/ P" c# w* o
- }
( o: C# U( B1 B* Z2 x" r - & }. Z6 k5 E' O1 @
- function dispose(ctx, state, entity) {5 R4 m/ s% y' A# Y4 y! Q
- print("Dispose");
& N- o: e6 B; ^3 g - state.running = false;' e) `3 g7 V4 I
- state.f.close();
7 Z5 [4 `- H& D9 K - }
, o' m4 R/ F! Q" ` - . {- c( F7 v! k# O& t* x( ?3 F4 L# {
- function setComp(g, value) {
9 n( d' q8 j2 Y: J5 F - g.setComposite(AlphaComposite.SrcOver.derive(value));
0 W+ a$ a" c& r) Y - }
复制代码
+ T& ^0 X0 i4 S/ ~$ c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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* v( H3 p+ g# A( A! F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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