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( @( z. e5 Y4 A# e7 D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。% B9 f8 q0 c$ p4 S
- importPackage (java.lang);
( _: h! z. r3 X/ G- U, o4 M - importPackage (java.awt);2 Z3 D" }" ^, F2 G' ?7 h l& C8 T
% I$ K2 [4 t8 t- include(Resources.id("mtrsteamloco:library/code/face.js"));/ O8 Q2 k% H# T) u
' Y1 `5 |. T* q- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);: u! x+ k4 o# I' [# a& u
- 5 ] e8 b6 A4 K" o% L
- function getW(str, font) {
9 x% p$ X" K" E- H7 x" ~1 Z$ H* O - let frc = Resources.getFontRenderContext();
1 Y+ V$ K: L' p" R9 p - bounds = font.getStringBounds(str, frc);
; Y" q7 o* `$ {0 E. _5 J$ X s& X - return Math.ceil(bounds.getWidth());
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- , G. A# n3 t# S6 y
- da = (g) => {//底图绘制+ i2 Y) z+ s( C- f3 y/ s; v
- g.setColor(Color.BLACK);6 v3 G! a( q: X8 k5 z' y# d% R
- g.fillRect(0, 0, 400, 400);0 N# u! J( x4 t$ y7 p
- }
- k" w K9 S3 E* l/ P/ l
! I0 r b) i% k/ m$ w+ ^- db = (g) => {//上层绘制
$ d$ p9 ~$ O& {$ A - g.setColor(Color.WHITE);
1 V. }8 R& A7 a$ i \2 i - g.fillRect(0, 0, 400, 400);
. Q5 k- b7 C0 W: s3 r - g.setColor(Color.RED);) P$ @$ O9 Q% m2 T8 s. j! ]7 w
- g.setFont(font0);" S1 r" I# x9 ~2 Y! J
- let str = "晴纱是男娘";
6 z+ L) L1 T7 z2 i# E. I- x - let ww = 400;: O. z2 S# D3 b6 J9 N$ x; `
- let w = getW(str, font0); t7 p. O/ ^3 |2 h: d- b8 \
- g.drawString(str, ww / 2 - w / 2, 200);/ D) j# L* U% e4 e6 A+ |3 w
- }+ g9 G& x1 p( n/ P# V' j
- # B W# P( _2 ~$ `, R
- const mat = new Matrices();% m/ d) h' W# u7 \
- mat.translate(0, 0.5, 0);
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& ~' O7 ~/ p' [4 x0 a H( o- function create(ctx, state, entity) {6 \; E0 |4 w$ @) [
- let info = {
$ S6 B1 i3 l4 K1 q; M1 C9 Y - ctx: ctx,4 q; ^, }: ~8 U
- isTrain: false,: @% ~5 J' I0 y: X
- matrices: [mat],
) p$ `! I6 K# q z3 X) i: G - texture: [400, 400]," [6 V D7 ^" W; e$ E
- model: {
) `/ ]/ O7 C0 G4 R - renderType: "light",- V8 ?6 a+ K, U+ K
- size: [1, 1],3 g" |! @2 b4 ~( y+ R
- uvSize: [1, 1]4 M" L! D# `6 _* N1 q" h F5 Z
- }
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- let f = new Face(info);) W5 r9 T) P6 S3 k, G# c% \; P: b
- state.f = f;
, |- G# x5 s+ o! K! R - + I, j5 z* \8 s! y& Q) p. l8 x8 n
- let t = f.texture; {* N. S6 v; d, ~6 e/ q6 f
- let g = t.graphics;
7 q2 [( W' k( U! d8 v - state.running = true;
# o2 Y7 A. ]/ H2 W. j - let fps = 24;+ e$ C5 M0 h/ V" `: [* J
- da(g);//绘制底图
4 T4 k V& |7 { - t.upload();$ U6 v; Q1 f; X; ]( n9 N& Q- r' Y+ k! E
- let k = 0;
! K8 S9 S: \% z, a$ P- Q - let ti = Date.now();1 u( }4 u! q6 |" B
- let rt = 0;
: I" _& p0 k f( o7 c0 K4 a - smooth = (k, v) => {// 平滑变化 A; _% ^) _4 |- }6 m
- if (v > k) return k;
+ \2 N5 s$ K' ?6 M* x& A - if (k < 0) return 0;8 v. X' C0 @. ?# s2 K1 C
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k; l. q0 i- T8 M1 g& @% {* N' A0 n
- }! O0 F& h! }6 R+ l0 w
- run = () => {// 新线程
+ y$ j: B3 f0 v4 N- Y; |2 k9 y, v. [ - let id = Thread.currentThread().getId();4 }- f: W0 x; ^" i5 X1 s7 i+ Z
- print("Thread start:" + id);, `' ~1 Z+ E# d! _' A
- while (state.running) {. M5 b! `, J& O- _
- try {
# T. j1 |5 K3 b% B( ?. | ~ - k += (Date.now() - ti) / 1000 * 0.2;
1 ^- h9 P5 I( {5 |4 N/ Y$ Z4 X - ti = Date.now();
. |) _: \: N& t/ [& [* W - if (k > 1.5) {' S2 t, u7 h8 O3 [" W
- k = 0;2 ?0 P9 D+ n+ ?6 x1 V0 G+ q' Q
- }, P7 e# b2 b. y7 @
- setComp(g, 1);
^8 H, O# J! Y8 }( D; R* Q; d - da(g);
$ B' \$ T# R* J1 \7 H; W& ^ - let kk = smooth(1, k);//平滑切换透明度4 }6 f! l6 J# \% `$ _, w
- setComp(g, kk);6 b# Z* x- `1 u' Z# b
- db(g);
, l; L/ X s& G8 I - t.upload();
# q6 p+ W) G. L. e9 O# A$ U3 n) ]* A - ctx.setDebugInfo("rt" ,Date.now() - ti);4 o t3 U2 [; R2 p; |' n
- ctx.setDebugInfo("k", k);) d* _( ^1 u" d3 v5 T
- ctx.setDebugInfo("sm", kk);
* P; g. q% Y# P0 D/ V3 H7 o4 w6 G - rt = Date.now() - ti;- {$ G2 q# Q& `. Q2 P9 V
- Thread.sleep(ck(rt - 1000 / fps));, Q+ m; b' u8 Y
- ctx.setDebugInfo("error", 0)! v2 q" K" H( P# Q7 H
- } catch (e) {% Q! O7 r( F7 t4 O
- ctx.setDebugInfo("error", e);- @3 |+ o1 p; h, @
- }- m4 g6 Z- g7 o
- }/ Z7 P8 s5 x) a4 ^/ |+ o e' y
- print("Thread end:" + id);
; P; m* h2 L# |3 h - }
& B. O5 Z. J$ p - let th = new Thread(run, "qiehuan");/ z: f9 }. M0 _; Z- h$ q6 V( g. ?
- th.start();
W1 d% w. v; @+ Y+ z - }2 g! C k* @" f8 B
, b9 p8 |' W, h- ]" H/ T- function render(ctx, state, entity) {
! z7 W6 m3 {9 A - state.f.tick();
2 s6 U2 O; @! X$ v; F7 F2 X& E: F - }1 Z5 G3 _0 J. F/ q% X2 l5 }. y
- 0 ^: B2 [& A8 P3 K
- function dispose(ctx, state, entity) {" k4 w7 U5 C( s4 y
- print("Dispose");
4 ?2 k5 L- b4 J& n - state.running = false;
. E3 g! F5 W) H8 G/ f- p - state.f.close();
. V; K9 u$ [& H. M+ G$ G, g" U* |1 E - }
" C) c$ Y4 f( s. u
" H) J5 K. ~- p, `3 O, G- function setComp(g, value) {
1 R& m5 y: \+ j9 }7 u# Q - g.setComposite(AlphaComposite.SrcOver.derive(value));
0 ]! h( b: _ v) [ }# j - }
复制代码
& P% \2 F- g4 Y; W) M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。
+ s2 L- y; Z9 d/ Y* G/ F8 ^; Q9 x; D' _
: V: \0 S. H) M2 R# `4 X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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