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7 H; Q" K1 |7 j5 [+ g1 e$ V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。% M: E1 \5 }- q% h6 C( k5 i2 L
- importPackage (java.lang);3 O( c v5 ?3 U1 r
- importPackage (java.awt);) R: E3 o; |7 ~6 Z2 M
$ ]4 j# x. g6 u: G$ I; ~7 I$ ^, D; L- include(Resources.id("mtrsteamloco:library/code/face.js"));: g) ~1 F. g! H! U
$ s; ?' I$ t6 y3 @+ f7 Q$ D. h- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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" I/ R Z6 w; ~, k/ ^; i6 t- function getW(str, font) {+ G& v8 ^8 Y0 F1 D, y% L& w$ v
- let frc = Resources.getFontRenderContext();
3 Q) g5 [9 B0 C ?, j5 d2 k3 E - bounds = font.getStringBounds(str, frc);
9 L/ D* [: v; e! ^% ~4 ?/ Y! w! x& R - return Math.ceil(bounds.getWidth());
( ^3 j$ ~5 H( w2 f+ q% Q; j' h - }
& Z+ S L1 l& c3 n! N ~+ g* v
/ ]) Z' M5 u( q5 S. Q6 D) l0 v3 T- da = (g) => {//底图绘制
- U& A; I0 t2 e) z5 u+ t9 H& J - g.setColor(Color.BLACK);% i) X5 o# A3 j
- g.fillRect(0, 0, 400, 400);
( W( e6 [0 \$ L" d! \1 W* b) O Q - }
/ C+ p* l3 f9 q
$ S" ~( B5 r6 M% L- db = (g) => {//上层绘制, C M4 t, }) z4 j, H& W- L8 a% B
- g.setColor(Color.WHITE);
; c) P2 ?) A; Y5 @ - g.fillRect(0, 0, 400, 400);
% x9 l- C, b+ ~7 H - g.setColor(Color.RED);
$ D9 ^2 K3 @. c - g.setFont(font0);+ i& j9 ^8 ~! ]1 E! |0 r
- let str = "晴纱是男娘";$ [/ A; d6 S2 u; \
- let ww = 400;; P [0 J( S2 T- W: ^9 {- Y0 D
- let w = getW(str, font0);
+ c* {, q3 K4 l. B4 W' r" s - g.drawString(str, ww / 2 - w / 2, 200);7 R1 h, F( x7 e
- }
( y/ U1 y8 ?6 `- a
8 @! V3 k+ m" R9 M' C- const mat = new Matrices();
& A0 l5 f5 O- G# W! P - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
* |/ w6 `7 p) z1 v7 k; B - let info = {. H. Q q6 X( h% [% V: W& }
- ctx: ctx,$ z9 O- \9 s+ y: s
- isTrain: false,
" A0 {1 q: o* x. Y$ ]& h; F - matrices: [mat],6 }- ~8 D# \+ @! Q
- texture: [400, 400],* P% |4 a! x% N5 V! R/ S4 M; U
- model: {
8 u3 h1 O6 |2 f - renderType: "light",7 ~* p# Y3 K+ f' B# O: _( K5 n$ b
- size: [1, 1],
, r" ?# S9 J* u) m$ ` - uvSize: [1, 1]
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- }1 i" Z# {8 X5 h# c
- let f = new Face(info); M8 {3 Q$ B4 T; k ?+ f
- state.f = f;, j* |/ d0 g- S' T- o
- ) Y- V2 \9 l2 z8 U" `) [, j
- let t = f.texture;
5 S+ i6 X: i; Y/ a+ \ - let g = t.graphics;4 k6 X/ _& X5 A, t8 j
- state.running = true;
4 u% {) N/ u w3 b3 \ - let fps = 24;
% C, R" Y+ B0 C3 ^9 Q s - da(g);//绘制底图0 [; ^$ {! J( k- Q0 L
- t.upload();
- ~$ m$ b9 T, e - let k = 0;
1 q p+ ?: P# B/ M8 s. B - let ti = Date.now();. v, N) D1 s' Y3 N: ^; @( V3 ^* o
- let rt = 0;) D% b+ a& r [) p; x9 B( A
- smooth = (k, v) => {// 平滑变化* J9 [0 j) Z$ g [
- if (v > k) return k;0 c8 J# O8 K& g5 ]/ j- u o8 N
- if (k < 0) return 0;2 e6 P; i+ P; `- x- m6 q# ^
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;5 ?' e3 V4 b- ^, {
- }
- S7 l& i; \) V' y5 ^ - run = () => {// 新线程
" o) i6 L! {9 M6 P. D1 V9 X - let id = Thread.currentThread().getId();
. u8 L- y4 r! H# {0 k - print("Thread start:" + id);1 e' r5 m' p8 F( V. p# N4 Q: Z- x
- while (state.running) {- |2 o- Q( L' `2 \; V! A" t3 a
- try {
- u4 I8 L9 x7 G( N - k += (Date.now() - ti) / 1000 * 0.2;
1 d) p- S* J. S. ^8 o; q5 u - ti = Date.now();
+ T) c' N( c% Q1 Q4 l, n - if (k > 1.5) {
# s; h0 u! P& I! O6 K" n- Q - k = 0;
$ i, G8 R1 `- A - }
7 k; }# x: ?6 [/ _ - setComp(g, 1);
9 ]! U* s. f3 [1 p# b/ G, ]% h - da(g);4 B4 S) R7 }1 a, S0 e D
- let kk = smooth(1, k);//平滑切换透明度
" B2 g0 c4 {7 t, y8 ]! C, P - setComp(g, kk);- X: d3 N5 w* T
- db(g);3 B' f, k+ l) t
- t.upload();" ^2 W' N# Z7 b8 l% i. f' Z. u
- ctx.setDebugInfo("rt" ,Date.now() - ti);& y6 ?$ c5 P2 L: Y4 V
- ctx.setDebugInfo("k", k);
) C$ V; i# E( C% x K, f - ctx.setDebugInfo("sm", kk);" `+ o2 E4 B) h+ z% W
- rt = Date.now() - ti;
$ ?( P! F$ F6 N9 N) o2 u' S" c - Thread.sleep(ck(rt - 1000 / fps));
! Q. h8 W7 o X - ctx.setDebugInfo("error", 0)
* @+ |6 |; o4 h - } catch (e) {
5 ]4 n4 W, p; J' h) S; _8 K( L4 c - ctx.setDebugInfo("error", e);
9 o- |' k3 h, w- `' V6 X& d - }0 D5 {( w- a1 i: c: K, T
- }
' i, U1 \5 H) C - print("Thread end:" + id);
+ l! v& B- s5 ] - }3 Z1 u4 E9 z; R5 q3 V5 N% z
- let th = new Thread(run, "qiehuan");0 P% _. |6 W1 S5 U8 B3 `
- th.start();
4 T! }( S0 U& L. } g - }
, a( o3 X, i: e0 s
) A# i+ |3 C8 |1 ]7 u, v- function render(ctx, state, entity) {4 m% u _+ x4 w& R5 @/ o
- state.f.tick(); m @! I: e+ K& E. t' [ O- n$ r
- }
7 Q2 B& I& ]5 t2 t* X; E
" d% s. M2 B8 H2 p# b- function dispose(ctx, state, entity) {- C6 J; m3 d4 Q
- print("Dispose");
. G! ~( w$ U0 h$ B$ z - state.running = false;
3 X e" v2 j/ S2 p, Q' O; a6 T - state.f.close();3 ^2 ? P2 d1 ~0 }- ^' z
- }
$ i# P+ J: o1 O# l8 X3 ^
* c( ?+ t: u) g/ [2 E- function setComp(g, value) {3 v3 _7 ]) e2 x+ N4 v' X8 t
- g.setComposite(AlphaComposite.SrcOver.derive(value));! D* u8 W4 U( k! A& N0 g# e
- }
复制代码
8 B( J6 ? k, f _2 Q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。$ [6 B- k/ P5 C2 p
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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)% J3 X4 T* F6 }+ f- p C
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