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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。
4 a0 [1 Q" U( k7 L, H! R- b6 A: k: x w- importPackage (java.lang);# y0 f2 N5 b" E* k: ?* h1 S
- importPackage (java.awt);
- I* k m% N# e! D- l) D - / _) M7 l4 Q/ y2 w3 }7 x; w
- include(Resources.id("mtrsteamloco:library/code/face.js"));% \! K8 ^! `4 e8 P( k0 s9 o
- $ s) o) c, z% e# h3 @- K
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);6 C2 D, K6 M, K3 E8 z# P" l2 ?
- # h+ G& ~6 S# `
- function getW(str, font) {) M) `+ |+ ]. y9 j x4 T& e
- let frc = Resources.getFontRenderContext();
& L' P) M0 u5 w& Y* a - bounds = font.getStringBounds(str, frc);
% a) q# H7 f" ?9 S9 J1 O/ S$ G' P - return Math.ceil(bounds.getWidth());- ^' B! i- c/ s& h3 e) W
- }3 W( E9 ^' Q8 c: Q( D5 d
- ; r+ x& O; }, c: O l0 x9 B
- da = (g) => {//底图绘制3 O- ?' [5 J3 `5 b" B
- g.setColor(Color.BLACK);+ @$ h3 D% }: P0 s% Y6 r2 g
- g.fillRect(0, 0, 400, 400);
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- 2 I! s0 ^! B0 b0 Y6 c x6 R& f
- db = (g) => {//上层绘制3 `4 `9 I% a3 I {6 ]
- g.setColor(Color.WHITE);8 g% ]9 C; i$ J
- g.fillRect(0, 0, 400, 400);( m8 {% S" K' Z
- g.setColor(Color.RED);
/ C4 c) S6 I1 U* A# Z - g.setFont(font0);
# E+ y+ k( n. O' |( w+ S8 l: a - let str = "晴纱是男娘";" p( P" z7 j) d9 \0 X
- let ww = 400;9 u$ s# c% O; j6 X
- let w = getW(str, font0);/ ?- W. U5 O& ~% k" ]0 ~* ^3 }
- g.drawString(str, ww / 2 - w / 2, 200);4 W/ M& j. k& j* o c) i4 p# L
- }
i* t1 m/ V; y3 n
6 e) Y3 x& q8 G3 g' i3 C* z* {- const mat = new Matrices();/ E% k4 z9 u- H* l) }' N0 J
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
( Z3 n% J5 p6 O( A! N - let info = {; _4 ]! [% _ f; b
- ctx: ctx,3 l, G; S* O& M3 ^0 S
- isTrain: false,2 W$ O# [. H' d& E( W0 T
- matrices: [mat],
# B9 m! u2 t, @: f - texture: [400, 400],
# g) [* G+ Y5 w) D- ]" ~ - model: {* v' ~7 Q2 p9 F1 |3 ]7 H4 v
- renderType: "light",
- B! o0 _7 Z7 |. H% v" T - size: [1, 1],
& j6 p Q8 ~. j - uvSize: [1, 1]
( q; b4 b8 `7 K+ @0 r5 Q - }
3 ~% h$ R5 y/ @' H - }
4 K: i9 g( w# g: @9 X - let f = new Face(info);) S# i! P! ~& ~3 ?9 s! j# X
- state.f = f;+ ~+ D* V# t1 Y0 h, z( u0 S* _
1 H& L( n6 T" J8 }) C- let t = f.texture;3 p' X, z1 R: \2 p% ]# m9 S, \" ~2 K
- let g = t.graphics;3 l! k' R# M9 w: ^, l6 A
- state.running = true;, {4 K& l% L: T* B( ]% Y; O$ Z
- let fps = 24;) S/ F2 X5 t' S
- da(g);//绘制底图
, k9 M" j3 }) A* N - t.upload();5 @6 p% i. d1 f# H- j
- let k = 0;
* }+ B4 @! q& D4 ? - let ti = Date.now();: m9 w: ~4 V3 ^
- let rt = 0;
. a, i" r$ i. k) L8 Q+ v7 L - smooth = (k, v) => {// 平滑变化
5 E9 p/ |0 [ g - if (v > k) return k;
; r' o3 [/ |- y( Z - if (k < 0) return 0;
3 Y" W' G# y8 ^: b5 ? - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;# J! i8 \' g) b7 U5 K
- }- Z* p; x* S, {6 k+ b' G
- run = () => {// 新线程
* z: l% t5 p+ B- M, r - let id = Thread.currentThread().getId();4 U0 x9 B& }5 i9 V) y
- print("Thread start:" + id);# v9 H2 N) e# I7 N4 g
- while (state.running) {" Y7 ?0 O# X6 n2 ~% J0 q
- try {! t6 C8 X6 E C* Q
- k += (Date.now() - ti) / 1000 * 0.2;
$ n+ z7 g& |3 F1 ^- O - ti = Date.now();
* c8 U: y4 ~( J1 k5 i) d - if (k > 1.5) {
+ \, h0 r* j% R5 T* O - k = 0;
' S5 Y m! L0 A, U - }$ ^1 w( J$ L, ~. L- C; i
- setComp(g, 1);
* r; k0 {9 c! k3 u+ l! g7 h0 v - da(g);
6 P: ]& q7 f; q: } - let kk = smooth(1, k);//平滑切换透明度5 o% W& p4 L( d; x
- setComp(g, kk);
2 h7 @1 u; N4 n* M1 `- g, U - db(g);
6 c. `/ v" |) u - t.upload();$ f' ?9 U, |: P% v6 t* w
- ctx.setDebugInfo("rt" ,Date.now() - ti);& o$ H! W# V0 d& P: z3 B* G
- ctx.setDebugInfo("k", k);
& q1 F' V, Q0 [$ k9 @ - ctx.setDebugInfo("sm", kk);: I9 h# |& X7 w: u
- rt = Date.now() - ti;" e! p6 j) @5 M1 A x& h
- Thread.sleep(ck(rt - 1000 / fps));
3 O" J ^5 o* Y7 |) Z l8 r" E - ctx.setDebugInfo("error", 0)
- t2 v: M$ u' D7 Q0 |; a1 w - } catch (e) {$ l- I+ g! n6 L
- ctx.setDebugInfo("error", e);" }7 h c$ a- f8 Q6 R* r8 N$ {
- }
P$ a, @. Y6 u9 _ - }
6 e( k8 A- o, g - print("Thread end:" + id);
* a9 P, Z1 o8 c$ e: B1 P* o# N8 [ - }
" ~, }( Z5 W1 |9 M6 O - let th = new Thread(run, "qiehuan");
9 f5 h$ c$ M1 z) c' v) \ - th.start();
( G$ M0 F& _; Y8 F- i( {+ A - }
, n |5 y: j% C" E1 c6 N* S h
7 j) K* m. ]& T% w; f( R- function render(ctx, state, entity) {
$ x" W- A' N' f9 N" ^ - state.f.tick();7 i( P& {( s8 B [% r# M k
- }) Q; ~3 a. g; S& W/ h
+ i) J/ W, n/ f$ d- function dispose(ctx, state, entity) {
9 i$ o& X' i, h; A6 o$ K - print("Dispose");7 X9 e' R3 G8 D; d- f8 _* l9 o
- state.running = false;
: ^2 V0 g) r% s" u% J* Z, F+ q3 z - state.f.close();+ a i: ]) |$ l
- }
' p- l0 j- w; b$ J6 E
. X, p$ [' T4 \- O- function setComp(g, value) {
8 c7 i* |3 e. Y. Q; E - g.setComposite(AlphaComposite.SrcOver.derive(value));
$ @( U5 L s1 p' r - }
复制代码 & k7 k. e2 s" h& A
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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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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