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; d0 z! v( t/ e' V6 c' M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。0 S j% ~( @/ @8 s) t9 U1 w
- importPackage (java.lang);
: J/ ^* r3 @; b5 r - importPackage (java.awt);
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& D, }# t3 [) G" b D" H6 j: b- include(Resources.id("mtrsteamloco:library/code/face.js"));
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9 G% `; t0 R: i2 V2 X$ L) `- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);/ {; Z6 k8 U f( O( R
- 6 R( W9 v7 m9 u
- function getW(str, font) {7 O0 x8 _, ?3 C! b& p3 h
- let frc = Resources.getFontRenderContext();
+ G! T5 z, m) ` - bounds = font.getStringBounds(str, frc);# T6 D5 i6 ?3 e) X6 H, M+ b6 O! M" |
- return Math.ceil(bounds.getWidth());
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- 9 G1 i% v! b+ x ~. J7 ~
- da = (g) => {//底图绘制
7 K9 }& H! ^, N+ x' Q - g.setColor(Color.BLACK);
5 L u7 N! e$ Q9 D - g.fillRect(0, 0, 400, 400);! M5 z% `6 Y/ q/ I% F4 r
- }, W( O" ^& x5 G" l, _2 P- c
+ L- X7 O6 G$ N5 a- db = (g) => {//上层绘制
1 _. H C+ q: v- y* L' d - g.setColor(Color.WHITE);
, J2 d; R- g" [6 U& w) t1 L - g.fillRect(0, 0, 400, 400);6 _; [1 H! t" T3 P1 D1 F0 R& R0 D
- g.setColor(Color.RED);
+ |; f$ N2 n" M' |# t2 L - g.setFont(font0);* s8 d! H- E# z4 h
- let str = "晴纱是男娘";
# e' s; i0 r5 o/ S) ~3 g - let ww = 400;
( @' h0 Y+ z j* g - let w = getW(str, font0);
- m/ X( J* @+ C6 [) \; ^3 F" x+ ~ - g.drawString(str, ww / 2 - w / 2, 200); B T3 B( s9 p0 m
- }0 n( k7 _; v2 W4 a5 i: ~5 n
4 `8 D0 S$ ^3 A- const mat = new Matrices();
0 g) ~( @7 d$ ]0 q4 _0 Y( D - mat.translate(0, 0.5, 0);7 Y7 Y1 ^4 G: r$ r2 M
1 Z- x9 D- I) }! H6 }& z- function create(ctx, state, entity) {
: g* x+ x+ |' x9 p% H' T) e9 M - let info = {
; c, S2 w4 T% d - ctx: ctx,* F* Q4 S$ Q3 J+ H
- isTrain: false,* G7 Y1 C3 R* F/ j2 n: L/ l
- matrices: [mat],
+ R1 x5 {$ V9 \7 a; }8 M - texture: [400, 400],# d6 N' R4 p" c0 _* b, T, K
- model: {5 V! U- ^- D3 m& l' _" u
- renderType: "light",
) e( |% h/ |* W; G# I; `' c - size: [1, 1],
/ }' I5 _6 P7 f1 O3 } - uvSize: [1, 1]
( Y- N3 f9 e, ^5 P8 O - }
( U2 P, S; P8 W$ c( K) r+ v - }$ z, s0 J* j( I+ m2 {
- let f = new Face(info);
+ p7 `8 q y. D - state.f = f;
M+ G. O: m) ^ - 5 q& B* o% V9 z1 _6 ~$ k) O
- let t = f.texture;8 X+ \* ?& d9 a8 z. }
- let g = t.graphics;0 V# n, B- x5 [$ O8 W2 |4 B
- state.running = true;" G) D8 i# H) x( s* _
- let fps = 24;9 S- n' n4 P" l& W G# e
- da(g);//绘制底图 P+ s* X5 D9 W0 Q+ g3 [. k
- t.upload();# O. v2 ?* [/ d, B% a6 e
- let k = 0;
5 N7 t9 [& M: q: F* p! w - let ti = Date.now();; A, W0 u! |+ U( ]4 b
- let rt = 0; B8 _" _0 b s. q( R( g! y
- smooth = (k, v) => {// 平滑变化
/ r9 Z* Y5 O) U! t& k& r - if (v > k) return k;
' m' e& A5 c, M) O: l - if (k < 0) return 0;7 `! {/ v5 {. y) W8 K
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
% S U& x% a- s" |' D0 e - }) J6 n8 ^9 ]2 q7 ^" Q- ?
- run = () => {// 新线程
0 Y7 j, s- @! D A/ D - let id = Thread.currentThread().getId();
) i3 I) Q$ [% E5 {& v* ?# M6 O - print("Thread start:" + id);
$ w4 o& C5 g. ^/ O/ A - while (state.running) {
: y: r9 Q2 a* I, k- |- K - try {5 y- m! ?$ u% c1 J! {
- k += (Date.now() - ti) / 1000 * 0.2;
9 l/ [: |6 L! w8 \$ R5 ~ - ti = Date.now();- W' P6 B% @4 G* \+ g1 M2 q. }( @
- if (k > 1.5) {1 R# ~; p% ^9 a3 V. h
- k = 0;. A- t4 F5 H+ ` o0 b e
- }7 [6 ]+ o$ W7 F. C! W# x7 ?: U
- setComp(g, 1);
$ k- W+ ?: X' o* J% E. f( }2 Y - da(g);7 D* s# k4 X+ i" R
- let kk = smooth(1, k);//平滑切换透明度
9 h1 j+ M5 A/ ~ l: C ^" ] - setComp(g, kk);" w7 o4 q7 A7 |+ Z# R+ k0 f" l
- db(g);
, q* v* ]/ {6 U+ H9 {, F8 V - t.upload();( i0 s7 }( Q5 o! l1 q
- ctx.setDebugInfo("rt" ,Date.now() - ti);
# n3 F, }4 e! q - ctx.setDebugInfo("k", k);) H7 [$ s( j v9 Y2 x [
- ctx.setDebugInfo("sm", kk);, I8 P. Q- v+ L& f; O
- rt = Date.now() - ti;# ?( n$ z% c1 Q) `% G2 ?' k
- Thread.sleep(ck(rt - 1000 / fps));. Y. ?, l2 Y7 p P
- ctx.setDebugInfo("error", 0)
; b& g- G7 K8 w5 g1 W: b: ^ - } catch (e) {
$ `0 x" I& x) }4 Z, W6 H: G8 O! z - ctx.setDebugInfo("error", e);% _ _. i9 M B/ R+ a8 T7 h
- }
/ L+ }- x9 c; M. k. G - }+ U3 A; w( B2 ^/ I
- print("Thread end:" + id);
$ t, D0 E3 R0 I- F; x1 D - }. b, O; h/ U& f: r. C' q
- let th = new Thread(run, "qiehuan");2 Y7 z7 Y* ^$ y+ K/ F1 D7 X8 ^+ @8 h
- th.start();
2 x3 t2 B; I$ B5 |9 ^ - }' e& X0 Y& S3 z* @
- 2 L3 s3 l/ k* Z4 s. B1 ~
- function render(ctx, state, entity) {
% S: f0 c' S1 o# x+ X9 @- ]1 G. G2 \ - state.f.tick();
( Z4 ^+ W; i! K - }
4 r& r3 J* r( q( W( `9 d9 `. B
/ b; L' T: ]4 \' M) Q/ M- function dispose(ctx, state, entity) {
' w: C: i# Z5 n; K) e7 d1 H - print("Dispose");
/ \( `2 n' z5 U3 K! Q0 ]0 |+ T, y - state.running = false;+ Z! E0 p& x' O1 H# T, X" {; |# K6 o
- state.f.close();! o0 f d. y3 {. K, x6 V/ P
- }; q: H$ J9 W" m6 h2 Y
0 ` i n( f: x8 V/ a; x- function setComp(g, value) {9 g d1 P% F: g- k( b
- g.setComposite(AlphaComposite.SrcOver.derive(value));8 c( t1 j* z H1 c1 _1 I3 g1 G$ c
- }
复制代码
, N4 g2 C- R& N0 ~$ \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。2 r+ f; X( S! l0 B( p
+ k$ z5 N7 ?: F8 ~6 \. }
5 h1 H' q7 F4 o' K( z% n/ \顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)% A' ]) V) {/ ^0 d6 _
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