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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。
3 I0 G+ K) l& C7 i- x8 {" N: D- importPackage (java.lang);
0 Z N \$ @! x1 c$ q - importPackage (java.awt);4 P1 _! f! h; ]/ F5 A5 c( K
& ?- V9 K7 J E0 K5 u3 Q- include(Resources.id("mtrsteamloco:library/code/face.js"));
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, I$ G$ G; h8 D8 k6 a" Y) I G3 R! l; z- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
8 [) r5 q% Z! t6 ^: f- E
3 Z( ]' n- e, Y8 o7 N2 C+ K7 L/ o* `7 c- function getW(str, font) {
+ h& {; d5 z% q% ` V: w7 H - let frc = Resources.getFontRenderContext();
( V R& p; F6 {4 L# V4 T6 M0 x - bounds = font.getStringBounds(str, frc);) f/ P6 W; K+ }8 Y' C
- return Math.ceil(bounds.getWidth());
+ K. v- b& ]8 Z. C/ C4 V& z$ T - }
! b ^. u; c( A - * w( ^+ {/ a- b. ~2 X: f
- da = (g) => {//底图绘制
. Z6 m! j+ o8 [ - g.setColor(Color.BLACK);& A+ H' ^: l4 L3 e
- g.fillRect(0, 0, 400, 400);
. z4 a6 [# j9 }, _* F h- @ - }) b0 W- W* |& C9 {
- ) i( i) {& E% ?3 \7 L( M# Q
- db = (g) => {//上层绘制6 z8 {# _6 Z+ b( B, x$ W
- g.setColor(Color.WHITE);; n/ [4 A. A0 j$ }* d8 m
- g.fillRect(0, 0, 400, 400);
- c; |5 S u: l7 r - g.setColor(Color.RED);
7 R8 ?: P3 R( P" H - g.setFont(font0);$ i7 Q( Y3 K+ L9 B4 [
- let str = "晴纱是男娘";
) h5 c& H# a' z* T - let ww = 400;
# w) \! O5 M/ U, p3 Y6 w - let w = getW(str, font0);
/ k5 Z! ?# @& P/ A - g.drawString(str, ww / 2 - w / 2, 200);4 Z7 g9 R+ K1 R4 t
- }+ {$ q& s% L, Q2 Q
% D- k% w1 W: q- const mat = new Matrices();) ^- |( t- A9 }; z1 u
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {; z% S" {) e# ^# j8 C/ t( B
- let info = {
8 g, R& l0 `, {- e; j - ctx: ctx,
4 Y k4 P/ Y" z$ I - isTrain: false,5 _( C$ X9 W$ u1 T* i$ j3 b
- matrices: [mat],7 U1 y1 U7 F0 E3 d
- texture: [400, 400],
- l* Y A) G7 a5 s6 n - model: {
+ o6 t' d0 q, I8 T+ ?( E6 P, ^ - renderType: "light",
0 x+ c+ ~. A- l A' Q - size: [1, 1],% a( C- ] N4 e3 C I% a/ k k5 ` Z
- uvSize: [1, 1]
* N0 e- P% J9 u, R - }
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- let f = new Face(info);
3 E& G7 I9 t5 E7 w7 i% ^ - state.f = f;
) [; a4 P/ C& U- ?" X1 w6 y
; s# X8 P# [. {8 e8 ~" a5 [4 P5 k+ q- let t = f.texture;! _( ]" z7 p/ [) v! q& O
- let g = t.graphics;
- A, q9 e2 p( U: ~7 }6 l6 P - state.running = true;
% d" o: Q: l4 d/ F; z2 L - let fps = 24;% p" @4 Q1 C0 n" ^/ Z
- da(g);//绘制底图8 L( j9 A" M$ J' r \/ V+ q( I) x
- t.upload();
: F' Z# ]) k& h% \: o - let k = 0;
- T7 s* R0 P$ d6 [4 I2 n- [ - let ti = Date.now();7 I8 T8 D. u3 O9 B% K
- let rt = 0;
+ I: t5 V8 N `% ]2 X/ n1 B3 z - smooth = (k, v) => {// 平滑变化
7 g1 w; h: K9 [( s- c - if (v > k) return k;
# X: e+ a1 E6 m3 k - if (k < 0) return 0;
' U4 ]3 ^' t @8 ?$ d - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k; D+ `0 Y# V( R# [
- }
: |5 ?" ~4 L" | |1 F- m3 w, e - run = () => {// 新线程7 d3 q& f" r. M! }* {0 C
- let id = Thread.currentThread().getId();
2 N8 {) y3 B- \: U# n7 r - print("Thread start:" + id);, y' x* \9 k0 ]5 l2 L" I! M; M
- while (state.running) { ?( i! o' d$ a; C- W6 i1 b
- try {/ t5 F% S; \- v
- k += (Date.now() - ti) / 1000 * 0.2;
9 T9 n( K9 V. N' w! T" [5 s8 l - ti = Date.now();
0 N( ?+ ]( q/ z, ` - if (k > 1.5) {. D! _: M( n& y/ W6 S1 g4 g
- k = 0;
* c) c# B5 }6 `$ o% T% L - }0 p9 R8 I/ l1 q9 i Z# M; Q
- setComp(g, 1);% q& o8 d- S$ A6 L2 J8 r/ Z
- da(g);
6 v7 N! ]; G7 ?( e4 [2 V' R - let kk = smooth(1, k);//平滑切换透明度
( M7 N+ G7 B3 q - setComp(g, kk);0 _; d. Z9 G$ x/ X" W' k! B
- db(g);- U% X* @* }; a( y
- t.upload();
: C' f# d3 g4 [* _ - ctx.setDebugInfo("rt" ,Date.now() - ti); E5 W( `$ v- h1 v, x
- ctx.setDebugInfo("k", k);
* f% q& q+ X5 f M - ctx.setDebugInfo("sm", kk);, i# A4 g$ |+ j Z* D4 N# Z7 Z
- rt = Date.now() - ti;; p, w9 T/ r0 }! Z! H; F/ {
- Thread.sleep(ck(rt - 1000 / fps));
4 @; v9 j/ Q$ K8 T) `' ? - ctx.setDebugInfo("error", 0)
3 O0 I6 g3 H2 J - } catch (e) {
. z0 y' G# x' m, o" j - ctx.setDebugInfo("error", e);$ {2 r, E2 a# }+ I4 K ~
- }
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- print("Thread end:" + id);& D' }: F' l+ T. `" Y- L* n" E# m; Y
- }
- `9 ~3 l, d1 P" \" S6 i) s3 E$ i - let th = new Thread(run, "qiehuan");
+ T3 t" x# m! w9 [! Y( Y4 ] - th.start();' `- {0 B3 J' f3 L0 Q! }# M
- }7 V" E" q' u% X+ g7 ~* X
- 8 |* p( u& `' c! w3 {: U
- function render(ctx, state, entity) {" u6 l$ ~0 A0 p. S* Y
- state.f.tick();
, ^# \! p0 \& c7 R5 k" O4 _ - }
" h7 R0 C F% @- C: S
0 T; g4 _+ V% R0 y9 d- function dispose(ctx, state, entity) {
0 i% h0 F! ^% e/ l. Y) X9 v+ g - print("Dispose");
! [. ~' o0 U! P3 v' ~( G% U - state.running = false;
( c% y/ n$ u; s9 F8 x& @( @ - state.f.close();
' o3 `6 q) Q% K. D8 C3 L/ R3 u8 A; ? - }; {5 f k5 z2 n4 b4 ?4 R
- " b5 V& c# x* M D
- function setComp(g, value) {
H6 M& u1 o+ I R. |' ^* Z. Y - g.setComposite(AlphaComposite.SrcOver.derive(value));5 ]6 l# B. g5 \8 P# f
- }
复制代码
" U t5 [& z( ~" c: V% T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。+ J" y+ d4 m- [2 I i' i- E* G
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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)
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