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0 h, m# Y) ~; R9 K6 C$ |* V! d7 p0 F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。, p8 m4 R S- g( O
- importPackage (java.lang);2 q9 i6 R6 X& @- q9 U& [( U, D
- importPackage (java.awt); D, n) |0 g- O# i* U# h' I
- $ T4 q4 k/ r8 d- |& i
- include(Resources.id("mtrsteamloco:library/code/face.js"));1 W: a# O* G( q- U6 b4 c- G
- 5 B$ d! f! F' R+ M7 Z! u5 S# j
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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- function getW(str, font) {
8 z! l7 K5 B( { - let frc = Resources.getFontRenderContext();
% W, D! _$ ^$ H8 e. a5 H" r3 j, B - bounds = font.getStringBounds(str, frc);: f0 |2 M8 x0 D1 }8 J8 f5 d
- return Math.ceil(bounds.getWidth());
2 r P6 B. k$ X) R# r; p4 J' E - }; ]( A: u: K" w" P
- 6 u- X5 K4 g2 F* E. G U
- da = (g) => {//底图绘制
G* N$ v2 S. N! H - g.setColor(Color.BLACK);/ I4 R: t0 e# u
- g.fillRect(0, 0, 400, 400);1 }0 B5 t7 A" w6 O$ c
- }
+ {( _) k- z3 i o% Q: Y
8 ~- F" P3 H/ s0 R- db = (g) => {//上层绘制
, y) K" C: m _0 Z$ ] - g.setColor(Color.WHITE);
: X" z/ q L" G0 b3 L* s- y: k - g.fillRect(0, 0, 400, 400);% r1 U5 B6 l) ]5 `8 c+ s! k
- g.setColor(Color.RED);3 F7 S' R# @) l! L" B, r
- g.setFont(font0);
/ l' F0 P5 ~7 C, T - let str = "晴纱是男娘";
9 H6 P: h Y# {* i& L8 _1 p - let ww = 400;7 _( o: c: t2 E) W$ `7 Y# U
- let w = getW(str, font0);7 n9 J/ h3 I& x. Q
- g.drawString(str, ww / 2 - w / 2, 200);
# j$ k3 k; [4 b' ]0 z* ~ - }
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- const mat = new Matrices();
' N" b" f7 h0 y" u# [; ?! F - mat.translate(0, 0.5, 0);
" t3 U, l. h0 ~5 ]% B: v - & s/ R4 j) W e( T4 l
- function create(ctx, state, entity) {
+ n @- ~3 w* W' ^( R4 N# B$ T4 p - let info = {2 t L3 S* Z" e0 ]8 c# y' D
- ctx: ctx,( r8 x. |: ~& {: R! h1 m" T7 }
- isTrain: false,* i1 p7 A" M$ t# s6 w- }' D
- matrices: [mat],
?4 z4 |6 l% J: A( _$ M - texture: [400, 400],' E. p; k! y9 W2 S& E
- model: {9 ^ W& ~) J; P- n/ o A/ t
- renderType: "light",8 T2 F3 y" n( |3 k$ }. a" E7 K
- size: [1, 1],. ~; R* A- o z% m, Q" A
- uvSize: [1, 1]* B3 |, `0 l+ b/ w6 v3 C
- }4 C3 C l' v( E- p
- }
$ L6 N* t" r0 A; i" i3 b* \' k - let f = new Face(info);
% h( Z- l: u; O2 ^/ z) x$ M - state.f = f;* S' g4 C0 U% c: q" o! P
7 E |8 |2 J j6 `* {9 Z* k: q2 m- let t = f.texture;
( N) I' j9 T6 z7 i2 x4 `9 G3 m - let g = t.graphics;
1 a6 T& K: t- k0 V1 ^: _1 C - state.running = true;
k% x. t4 k/ |4 u - let fps = 24;7 }9 t+ z+ e! z2 x+ P
- da(g);//绘制底图
0 Z7 a. U2 E# t! b4 N I& u+ r - t.upload();: D7 h/ l4 d' b3 i4 o$ n
- let k = 0;4 K1 k5 _- w* I, M' f
- let ti = Date.now();9 | x4 m; M x. D1 Z. B
- let rt = 0;
3 s+ V2 O0 C D6 L - smooth = (k, v) => {// 平滑变化
6 E: ~$ k8 T3 H U" F; A - if (v > k) return k;
$ ]9 V/ h% t3 ~1 I& a' v - if (k < 0) return 0;$ C3 E0 w! o, ?4 W2 p; B) x. I0 Y
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;0 A3 [- A8 H% f
- } p( w" n' F' L; W
- run = () => {// 新线程4 N" X5 H) P1 L2 \0 ]: D j+ Q, `
- let id = Thread.currentThread().getId();
: _) O! Y0 @' c9 _1 B" m& ?# ` - print("Thread start:" + id);
+ y) e% v* ^4 d - while (state.running) {$ ]. W$ k+ y% d9 N) ?2 P
- try {! O% D* x' B4 A$ A/ o* @# \
- k += (Date.now() - ti) / 1000 * 0.2;2 A: t& f/ r5 y3 ~. x& u
- ti = Date.now();% T i! m L6 q( s3 R) w( H
- if (k > 1.5) {* q4 ]0 Y7 b9 f v+ k" A* X
- k = 0;
+ w& U9 U7 Q( B6 a - }8 [' z/ q4 F$ m
- setComp(g, 1);
5 ~$ u# T0 K( c# k* y8 ] - da(g);
( T# T$ R- H- L% @" J8 ] - let kk = smooth(1, k);//平滑切换透明度4 F- G# U" ]- {3 c! i. M
- setComp(g, kk);
6 S: @# p, u3 A% q! X - db(g);* u: W. S0 K4 D5 J# C
- t.upload();4 V8 u$ z8 L7 I9 Y! \3 j( o" c
- ctx.setDebugInfo("rt" ,Date.now() - ti);: P0 i+ U# t8 d2 N
- ctx.setDebugInfo("k", k);0 K7 ~) W; q/ u
- ctx.setDebugInfo("sm", kk);
1 X6 A" L1 e% K/ w - rt = Date.now() - ti;4 u: V: @8 q d
- Thread.sleep(ck(rt - 1000 / fps));
( p- w, f" O9 k4 E4 f. y$ d - ctx.setDebugInfo("error", 0)
5 i, t# q( }6 J8 Z - } catch (e) {
! x. ^$ H1 P4 }) k6 d0 ^( i0 ? - ctx.setDebugInfo("error", e);5 d; v& o3 y! W+ ]$ q. s* K
- }+ k o, c! x B8 O
- }" b a$ G. |# `/ F( h: R1 z
- print("Thread end:" + id);
; L9 D" F1 L2 [9 Z w; d - }0 g/ @! ]/ i. N' ^
- let th = new Thread(run, "qiehuan");
& [3 U" ]% R. C: W$ \9 ?, J* ~$ @, s - th.start();/ E0 ^) @# e6 M8 o3 U8 n
- }
2 b# {+ G7 m& @6 V: J! h9 @
/ m7 ^/ y0 J8 ?$ u# n- function render(ctx, state, entity) {
% k: o5 x7 s& h- [ - state.f.tick();
4 ~5 A4 W# a* v. h9 P - }
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- function dispose(ctx, state, entity) {# L6 f( R2 z, A
- print("Dispose");3 F; u0 x" V) I& t; Q
- state.running = false;/ ], r$ r# ]1 f% l: H
- state.f.close();
- J5 A+ A# S$ A a - }! b' X9 X3 _" m/ ~- J: E
- 0 ~( C7 d2 J/ e
- function setComp(g, value) {, V/ C8 ?. j; ?+ t: G) z9 p
- g.setComposite(AlphaComposite.SrcOver.derive(value));
: Z- x9 e! v; t9 ?& [ - }
复制代码
; J3 Z8 ]3 a% [2 a: N3 H* }& j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。
% S& `3 I9 Y' D* u1 c% r7 B5 C7 q3 A7 W ]
6 K- e: i2 R8 w顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)$ D4 }3 b% o2 [' G
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