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* W, H9 o/ G1 f+ e* \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。
% O4 S+ f3 i" O2 Y6 ] g( ~ u- importPackage (java.lang);
; Z3 E; ?# S0 j- [6 e) M6 \ L - importPackage (java.awt);8 n. f3 c4 ~$ @7 U5 Y; c+ S2 x
- * e- H8 D9 f8 g" e" l
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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: L1 Y5 K- n7 p) K/ \- r$ T- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
' K) w) |- I! ~ ]2 ^ - 9 O0 ]( H4 Z6 B: g" ]" G9 b2 `
- function getW(str, font) {
* J( k, |4 C6 ?+ k3 { j - let frc = Resources.getFontRenderContext();
0 }: A6 S; N d - bounds = font.getStringBounds(str, frc);" {- O* u- n2 T1 C: p: f9 }
- return Math.ceil(bounds.getWidth());
. C1 `% c) ~) ?/ ~# u - }
. d: k* E- l0 E% H, O - " w X) h: c% z8 i
- da = (g) => {//底图绘制
8 k8 P, U- l3 f; O) E7 | - g.setColor(Color.BLACK);
8 m4 Q* T. q# _# a: M# _ - g.fillRect(0, 0, 400, 400);
" D7 \+ ?- Z' i: k! z. @4 H: [ - }
W+ H5 V2 b4 Z5 m$ i - 5 W# x) a: D6 f& M' w8 q
- db = (g) => {//上层绘制
3 d! i9 h/ n! {; | - g.setColor(Color.WHITE);
7 W% p+ Y2 A* H, y" ` - g.fillRect(0, 0, 400, 400);, j% a! Q5 P1 \1 i3 F
- g.setColor(Color.RED);3 U2 t4 |) N {2 A; M
- g.setFont(font0);
) {8 T* i1 `: i o - let str = "晴纱是男娘";! s. X) |$ I& K; f3 W
- let ww = 400;
0 o* e; c" R ^6 s$ W; ~9 w. S - let w = getW(str, font0);
$ J& u% p5 [: {! t5 m - g.drawString(str, ww / 2 - w / 2, 200);
4 E$ c3 n. A4 H9 a - }% c' n- m% @, b& e" C
- # w6 ], c' W& y1 G4 A
- const mat = new Matrices();
+ I8 E X! x7 k+ t - mat.translate(0, 0.5, 0);: H" s. v" v1 @! [, S5 l* H$ y
- . o. }# N r" F' U( V) Q
- function create(ctx, state, entity) {
# @/ G7 R- Z! S$ o5 o - let info = {( S- A7 n3 R' f9 n+ m7 S" }6 u
- ctx: ctx,
7 y, a* c% ^% _ - isTrain: false, `/ f; o6 Q! k) ~8 y6 g
- matrices: [mat],, a/ a1 E" i8 v' k' L) P+ f
- texture: [400, 400],
# g+ Q4 `# h' P* Q: E - model: {& a K" N& z% m g g7 X8 | c
- renderType: "light",
/ x; s4 t: b( P$ C# S: W h - size: [1, 1],
8 o8 `" E# b8 ~& e3 J - uvSize: [1, 1]
, x) J9 }1 S& Z. ? - }
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- let f = new Face(info);
9 V; F$ o& {/ d. Y! R" r - state.f = f;
9 u3 r z. l( k( v: d - " O; \* Y& }( j2 L2 W7 f9 F4 O
- let t = f.texture;! u, y d' x* a* m0 u" u7 U# Z5 b
- let g = t.graphics;, |) w6 N2 S1 ?6 [& f0 Y
- state.running = true;
" E z' o& o! ~$ }2 [6 s6 o( w. Y - let fps = 24;
+ M& ?) b3 `0 z" k+ } - da(g);//绘制底图
. ~3 f. f8 b( ]; g# l+ o6 O+ K3 A - t.upload();
" t# Y, J: o! J5 ~5 l - let k = 0;
# G5 y9 w5 t' |+ K4 S; d8 i2 [ - let ti = Date.now();
2 y2 v% W/ Z# \% _6 G3 z( e - let rt = 0;6 l, a4 C; @/ S3 E( u) c+ ~6 ^4 C1 N
- smooth = (k, v) => {// 平滑变化1 W. @% j: A) _. k; L
- if (v > k) return k;( N8 e. f4 C6 z9 o; |( l: R
- if (k < 0) return 0;9 E+ y8 F+ a6 F. \6 u9 C5 f$ d7 B
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
$ i- D! M$ e7 r5 g8 J( i - }' {: H3 ?+ n! @5 Q! L! x o! ^7 d
- run = () => {// 新线程8 Z# O! J+ k0 D6 v
- let id = Thread.currentThread().getId();
D4 r+ p+ R" F" X1 I' e - print("Thread start:" + id);* K+ A6 z/ Z! o' h/ n" q
- while (state.running) {
4 L7 a9 N; o6 c" D- j, L+ V - try {
" f, }* a/ u( _) i; L9 x - k += (Date.now() - ti) / 1000 * 0.2;- u( D2 B h. ^$ t6 Y7 Y% H9 K
- ti = Date.now();
+ l. y# C3 f7 q$ c - if (k > 1.5) {- ]/ W$ X( Y/ U/ l* f' \' q# G
- k = 0;
% }* X0 n+ c5 s+ \$ B+ b7 I - }
V2 U" a8 {" t2 Z7 B' m: V6 a - setComp(g, 1);
/ D9 m A/ b5 N( l1 p - da(g);
- H% G/ s0 z% d( H9 }3 L - let kk = smooth(1, k);//平滑切换透明度* g9 h, _6 i. |' e3 }1 P
- setComp(g, kk);
, f& a. K& _3 T - db(g);
! T; _( r6 I) E, D; p6 M - t.upload();' b% A* P7 X' J/ ^- ?) I
- ctx.setDebugInfo("rt" ,Date.now() - ti);) _8 G! `. _* j! q
- ctx.setDebugInfo("k", k);# |% A$ ?1 H6 ?5 \9 Z
- ctx.setDebugInfo("sm", kk);
5 H* N$ @0 c7 r; z - rt = Date.now() - ti;
v! J! H5 N* G$ _) P - Thread.sleep(ck(rt - 1000 / fps));
0 c+ G7 a' W; K- ^ Q! c - ctx.setDebugInfo("error", 0)' |+ u/ ]' H6 H# f6 o9 Q
- } catch (e) {
" X. q, p/ M( j" ?& [0 |2 V - ctx.setDebugInfo("error", e);* Y8 W7 w9 B& ~
- }* B3 q; x9 z- f: d
- }
8 Q* x# d5 P" ^& K - print("Thread end:" + id);
+ S6 Q$ [. W3 ~4 }6 }% ^ - }* R( O0 X8 t- W) [6 ^
- let th = new Thread(run, "qiehuan");/ n- y) a" V( b4 n- C4 w* _
- th.start(); s% X4 ?9 g9 [ `. K
- } y& |: k W! d3 J! o' m
- 9 {8 }; X+ l0 K" U' e8 o' ^
- function render(ctx, state, entity) {' I7 ?, J/ U4 Q
- state.f.tick();
7 K6 o6 u" _* B3 w, f ~% x* l+ u - }
0 Z) L8 E8 p* O" Z1 j' l - # p* _7 z- U2 t; @* }( g
- function dispose(ctx, state, entity) {
" z2 q/ T1 [, f2 ?1 u1 Q - print("Dispose");* B) r1 @; g3 K% t* D2 [6 |
- state.running = false;. i3 p5 q2 V( }1 R% T" _ L
- state.f.close();9 Z* ^# L, j- d) b9 P! m
- }
. y3 ?% j( |4 d* A# D - 6 n- u6 E6 V2 V3 k- B( n% {
- function setComp(g, value) {+ P2 O6 v) A9 {1 d& w
- g.setComposite(AlphaComposite.SrcOver.derive(value));
, w$ o* ~* \& D( v+ g Y( g - }
复制代码
& h. ]7 I3 d7 [" X7 N8 y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。
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o. d7 _, U- ^1 ~/ Q
顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下) v- u$ Q ~9 R" t( |0 [0 V" Z: L
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