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( X- y. ^ R( p1 b6 T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。
7 E9 P; E0 C Z6 n. V6 L; [& A- importPackage (java.lang);
4 `1 X6 l' V* a- { - importPackage (java.awt);
; u. C1 A. ]& ^ Y5 { - 0 i& ^0 B5 G4 u0 [
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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" g; p @0 q5 V) C+ p' Z: I7 ]* x) O- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);+ D3 [4 f/ C7 s
3 l' _& ~- N- [# C. n0 [ f& k( c- function getW(str, font) {2 W* j# r, g" W9 _4 R/ s
- let frc = Resources.getFontRenderContext();
Z$ t: V% z5 G3 h" r - bounds = font.getStringBounds(str, frc);
- b! i2 U! Q6 ~! c0 K k4 A - return Math.ceil(bounds.getWidth());0 L8 s/ }! m9 l: P+ E' G& v* C( q
- }
' k y5 S: N+ [+ D- ~* o4 a* g6 q
; n) u5 l8 x6 g$ a% k: E* J7 o3 c6 u- da = (g) => {//底图绘制! r: W9 Z9 g' @6 X( j9 |
- g.setColor(Color.BLACK);) F; f8 t$ h; R5 w
- g.fillRect(0, 0, 400, 400);! V, {' Q) t- b$ a( _/ c
- }
( N' ]/ g9 [% `' V- D- p6 h
! K. B9 \0 e( B- db = (g) => {//上层绘制
: |# V% @8 c% u! Y+ N- a - g.setColor(Color.WHITE);
7 {7 i& W' j6 K2 ?! M - g.fillRect(0, 0, 400, 400);
9 H9 ]6 o, V: d/ \0 i - g.setColor(Color.RED);5 D ]3 [: G) k# _
- g.setFont(font0);
& q; z: Y8 P+ ?! F - let str = "晴纱是男娘";4 e8 { h! _$ w2 B! Q
- let ww = 400;
% c/ D8 q! \/ u ^ - let w = getW(str, font0);8 E" a S* k$ l+ v7 ^
- g.drawString(str, ww / 2 - w / 2, 200);
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- % H, O) x/ C$ i, _8 l1 p3 F2 B
- const mat = new Matrices();0 v) F1 h0 K V
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
/ x1 Z' r1 h, H3 [. @, ~: i - let info = {2 W1 e0 Z5 b9 S- l- _$ [
- ctx: ctx,6 S6 k8 C8 i% r& k i p( @
- isTrain: false,
" e* M; \) g ~. y8 Q - matrices: [mat],7 u1 r# M8 A: k m. g# v- F& Q& ^
- texture: [400, 400],
* S, \, @) g1 S% O$ m8 w c - model: {
N: k! l- O9 o3 S - renderType: "light",5 r6 Q# O+ n% J: x7 B) h
- size: [1, 1],
- ]* Z, e. s K1 m - uvSize: [1, 1]
, @8 {5 B" h, n9 @9 J& w - }
! q6 n# I6 m$ R6 y) _ - }* v" B' {" {, L# G0 i# j& H2 d
- let f = new Face(info);8 m+ O4 t3 k G4 y' @
- state.f = f;9 `9 C4 |# T8 |6 `9 s$ ~
- % T Z, c+ F' g
- let t = f.texture;7 W9 p# U) ]5 W' K5 L+ @0 V" F
- let g = t.graphics;2 m d* L; Q1 V3 f5 f
- state.running = true;
" @$ u5 E( [- E - let fps = 24;
; f1 M7 U% L3 L( W - da(g);//绘制底图
: h0 m( ^3 S4 ]% _8 b, A1 x - t.upload();8 W1 G% u! d. x' b
- let k = 0;" |: B G: s& ^0 F; ^) ^2 p
- let ti = Date.now();
; ?7 a! H$ ~/ ~- E# k. t - let rt = 0;% Q, z9 n7 r n E, G$ Q
- smooth = (k, v) => {// 平滑变化. j, Z, I! `. d1 c. c* O
- if (v > k) return k;
( D5 C- _# L2 o2 o9 H+ f6 A - if (k < 0) return 0;
: Y' Y1 n0 k+ m# q2 R; T" i - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
" z$ k% P3 P3 s$ v - }
3 k& t: a n* s5 s9 Q e - run = () => {// 新线程
5 `. f% G2 ^4 f* S& x3 r3 B* f5 ~4 t - let id = Thread.currentThread().getId();. W$ O2 y( S& L3 ^" J$ A6 k/ H% n7 Y
- print("Thread start:" + id);
; x! |5 Q: ~9 x9 A1 K - while (state.running) {: K* a1 H$ l4 K$ c$ j6 Q1 ^3 M* I; ~
- try {- X) H5 X. d f+ b2 J1 u
- k += (Date.now() - ti) / 1000 * 0.2;
, W) i7 k i: O& m - ti = Date.now();8 S& e9 h& P9 \4 N
- if (k > 1.5) {
o6 m# X4 ]: d3 X - k = 0;
) \5 r! M9 C$ j/ H - }2 X$ g4 l3 |$ i1 T
- setComp(g, 1);, _2 T: j! k$ i- T9 V
- da(g);, n4 P: ~* M4 E+ V3 K2 o2 W! p* d% X
- let kk = smooth(1, k);//平滑切换透明度5 x. d* n7 {6 m0 s% v
- setComp(g, kk);- s" @ x+ l- F/ J4 b8 H T9 A( }
- db(g);
$ l S- R/ v& @: n" c( T+ i1 x - t.upload();
z1 w+ Y8 w8 }, Y8 z - ctx.setDebugInfo("rt" ,Date.now() - ti);/ _# T; \5 g6 G( c- X( l
- ctx.setDebugInfo("k", k);
+ I4 G. m+ N7 U: u - ctx.setDebugInfo("sm", kk);
0 O; O! e b8 U4 B! D8 V. U - rt = Date.now() - ti;
6 v+ K# x! a6 F) L) S: c - Thread.sleep(ck(rt - 1000 / fps));' ^5 L, ?' c3 C
- ctx.setDebugInfo("error", 0)
/ y1 _% a* a- i# D V! Z - } catch (e) {( O: e0 O- d& L4 m
- ctx.setDebugInfo("error", e);) e' K) s, Z! p, X( p
- }/ M% c/ E+ x, B+ L% k; X e" E
- }; h( V; R( a7 a' N: {+ }/ ^3 \3 e& \
- print("Thread end:" + id);
7 [" Y0 l$ s' i4 k% R - }- \' m1 @, g( Q
- let th = new Thread(run, "qiehuan");
9 C9 Y$ X" V6 m+ [$ ] - th.start();
; v) k6 c8 H/ |' v: U4 | - }5 z' f. A0 Y7 i6 A6 M$ L
; D. h G. C0 D7 ]2 \% o- function render(ctx, state, entity) {7 b" B4 J# O p# t) M9 G/ @
- state.f.tick();
, s. C& h6 F+ N% m- P# g - }7 Z' q6 S( S& J& v' _8 @
- 7 R8 d7 K) p% R1 c1 ]3 G
- function dispose(ctx, state, entity) {
$ e! z: ]9 g6 a' i9 z - print("Dispose");, ^- g3 d x" K$ N, L
- state.running = false;/ S" C; y. t$ y5 n
- state.f.close();
) F; N/ S7 w# j G - }+ b F0 r. s$ E: k# r3 x. t2 v w2 K
- m4 \% N/ U; K
- function setComp(g, value) {
8 x& I- @9 O0 K6 R/ x6 r& O - g.setComposite(AlphaComposite.SrcOver.derive(value));
# w" \9 o8 N' v+ q - }
复制代码 ( g+ i8 m8 z8 j' ~* Q3 f5 t( 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。
* u( n$ F; e/ Z8 p) T6 J2 v6 j7 x6 L" F7 z- ]* g- G. J) w( \
) v; u! k& L" s2 L顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)2 L0 Y% X& `" M1 Q& n
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