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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。" N' \8 T; M$ C5 c$ \% \
- importPackage (java.lang);
- O4 {9 Q4 f1 ~5 D9 a - importPackage (java.awt);
% w1 d1 `9 s' H! p - Z9 ^* Y" A* n: G6 _$ z1 h! T; u
- include(Resources.id("mtrsteamloco:library/code/face.js"));: V& x- u' ~: V
- " q0 P7 X, _. G2 X# i" e2 L# X
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);+ l0 E5 u0 v% C- s$ I3 _ M
% H) g" ~9 Y) ]& R- function getW(str, font) {
( L6 w8 m$ C6 F6 `& n - let frc = Resources.getFontRenderContext();) M) r1 _0 ?& z, S3 \ Y
- bounds = font.getStringBounds(str, frc);9 e! z& S. T H8 w1 n, k( U
- return Math.ceil(bounds.getWidth());
* V: p& J5 L; g6 @ - }
# z x! B6 v# w+ Y: a; m; F
3 q/ f+ p- q) p$ m- da = (g) => {//底图绘制
8 C) T7 {" o" b, v; f& \( u P+ | - g.setColor(Color.BLACK);
2 Q' k+ N. n1 Z9 ?$ V A - g.fillRect(0, 0, 400, 400);
8 C7 M/ L# I/ N+ t$ | - }
) H# i* a. `% ]& m( M) b [ - ! d/ c9 O0 K: m K' m8 {' H# i5 t
- db = (g) => {//上层绘制! q; Z/ J# B5 ?# e5 ^
- g.setColor(Color.WHITE);6 S- h: k# f- s1 ?
- g.fillRect(0, 0, 400, 400);8 x1 J" N! G# z
- g.setColor(Color.RED);% ]4 b G6 {# w2 \ x5 G1 J
- g.setFont(font0);+ x$ Z! t1 [* {% {! l' x9 l ?& x
- let str = "晴纱是男娘";1 o( c& Z0 Y, g3 \
- let ww = 400;
, j0 Q: w$ D% k% D - let w = getW(str, font0); r* H% n( q7 g1 O8 A
- g.drawString(str, ww / 2 - w / 2, 200);0 J: N) ~$ d' a x
- }
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% Z3 @+ Z- @0 ]! M; W- const mat = new Matrices();
2 a! |! t8 `/ H0 \# f7 P - mat.translate(0, 0.5, 0);- A4 \7 D! E) [& M
) N) w$ }5 [9 c5 m" j! ?% I- function create(ctx, state, entity) {. u- O9 k2 W F* ]: n( y! t
- let info = {
3 J: C! n! I: {/ ~( P5 s - ctx: ctx,4 O) j+ r& }8 E) y4 U r
- isTrain: false,
: N/ W4 a9 u8 t - matrices: [mat],
. H( X7 c; N# W! V8 H6 L1 H; T9 d+ q& z - texture: [400, 400],
$ @) i, k5 o7 `4 X: C - model: {
* H( l, O% p8 W3 Z3 G - renderType: "light",& ^# T3 B, d& ]; z/ \; u4 v
- size: [1, 1],; n2 k" g) n6 l$ b
- uvSize: [1, 1]
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- }
% y4 T; `! k: q1 b+ x3 h( R - let f = new Face(info);
Q" T% e/ ^/ j; c- j( l/ [6 ~) ] - state.f = f;& y- w ^) _& t2 n# _$ p+ p
; y8 r+ G/ J, E# ~6 k2 ?- let t = f.texture;0 b) X2 o L% p. q. Z* U
- let g = t.graphics;6 J, k/ {2 y& |! E
- state.running = true;
/ Q0 C6 U- a& _ - let fps = 24;
2 g$ ^# f. N$ x! L. H - da(g);//绘制底图
1 z* d* U p% Z h - t.upload();
% o, r6 Q9 H" X - let k = 0;
) p) z; V* k% q0 T( Q8 T; x: }& C - let ti = Date.now();, G* [% T) q9 H* ?1 S
- let rt = 0;" w u$ F$ N% }- e0 A+ q" ?
- smooth = (k, v) => {// 平滑变化
" v, n. O- M9 z/ }4 f - if (v > k) return k;, X% o: D" B- r1 u- |; g: l" C) m
- if (k < 0) return 0;
l8 y5 G/ T- i - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;- U! j3 `( k6 B0 ?( o i% {
- }# B& s# u( d3 c' i% ~, w& ^7 r1 |
- run = () => {// 新线程5 Z3 G) c# ?. Q! p+ g1 [+ W
- let id = Thread.currentThread().getId();
6 m5 ?0 W3 ]; v4 b& U& | - print("Thread start:" + id);
5 E" W4 c3 k; K- r - while (state.running) {/ d: H4 ^0 X( w7 c+ ?- g
- try {0 z5 |' P4 {7 L# s, k
- k += (Date.now() - ti) / 1000 * 0.2;( q9 u- ]% [/ W: @
- ti = Date.now();; |8 E# V+ Q, e Y& O5 J5 f
- if (k > 1.5) {, N6 t# O" m. V7 C
- k = 0; p; C" G* z0 G3 i
- }1 X9 a& }, k( G# n8 H0 [
- setComp(g, 1);
! k6 H2 f! B+ l5 C1 T% o+ H - da(g);
% T1 Z( k$ p+ ?) \ - let kk = smooth(1, k);//平滑切换透明度
, B! X9 e, k8 h0 d - setComp(g, kk);2 A/ J9 @. p* c& h- t
- db(g);
' P, y( q* F, ~& ?! M% { - t.upload();
1 W3 V/ p F% A9 b. @ - ctx.setDebugInfo("rt" ,Date.now() - ti);6 l) }$ v2 t8 h0 z+ R
- ctx.setDebugInfo("k", k);
4 R9 U; b) {& J - ctx.setDebugInfo("sm", kk);
1 L/ J+ N2 }- J/ c( g - rt = Date.now() - ti;
% @) F7 ] i6 t% M1 s/ {# A2 W- z - Thread.sleep(ck(rt - 1000 / fps));7 a$ I% h) s- `1 F
- ctx.setDebugInfo("error", 0)
0 S1 @: i. p9 f! h/ b2 O8 i - } catch (e) {
' m4 z. f; M) M4 V7 U7 N( o - ctx.setDebugInfo("error", e);
2 s' A0 Q& V( l - }7 a. |" H: Q5 F2 K* ]: U
- }% t# e; d: V$ I2 j
- print("Thread end:" + id);8 e* u; [; x% W6 {2 k1 C
- }) A0 h; s9 ?4 X3 f( m
- let th = new Thread(run, "qiehuan");- R4 a2 D3 U, y o) M# ~7 E* v
- th.start();
4 Q% a/ w" U: D - }
' w$ ?4 ]3 k6 |' |6 m6 p: V6 R
! E# U7 l8 b+ u( U9 U* T+ O6 I- function render(ctx, state, entity) {
" C8 W6 j* D, ]! w W - state.f.tick();
2 d$ {, v8 l8 _# ]8 s( G1 ^ - }% N8 m+ l( P0 q$ E5 F
- , e/ @% k3 m8 P0 |/ L2 V+ j
- function dispose(ctx, state, entity) {. E! C4 n1 R0 l5 k( D
- print("Dispose");2 d" [5 G5 {" r5 R( t R) o( g
- state.running = false;$ j* U# t: _ [% i* ~6 ?, w
- state.f.close();
6 t$ [! ~/ q: A+ y - }7 q: x: N5 C; x) G/ `- v
- + Z" L7 [% A0 ]6 v
- function setComp(g, value) {+ g& ]. a. H8 U4 p. o
- g.setComposite(AlphaComposite.SrcOver.derive(value));4 i* X( V& W* s
- }
复制代码
1 i* J$ z; }9 K: r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。" W& U( D5 f% q& g( A( y
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顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)% ~6 x3 Q5 L$ A4 y$ F
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