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: ]( l, X& b" x M) C+ U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。/ k. k( \: U: r: F( ^
- importPackage (java.lang);% y c# H, R2 S! O* e/ Q& N
- importPackage (java.awt);' I& V- C5 L# g, \0 ~+ m+ n
- 5 Z" G' i. K3 y8 `4 x2 |& q
- include(Resources.id("mtrsteamloco:library/code/face.js"));4 ]2 _& f6 {+ O* } D+ m3 `6 D
- 0 ]6 I Y" _! l. N
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 V K2 Z+ ^! ^- h$ }
2 i, R w9 _3 Z- function getW(str, font) {
4 {: t$ W9 r) A% i - let frc = Resources.getFontRenderContext();; Z3 v; i, L- g; B2 Z
- bounds = font.getStringBounds(str, frc);
5 j) n- {, F* }( K7 A$ [3 \ - return Math.ceil(bounds.getWidth());
7 E/ H; G5 `+ @ - }
$ w' S1 Y/ O& a0 p3 W) `* H
0 L1 w9 l( h1 E$ O7 y- da = (g) => {//底图绘制3 u+ |/ o6 a: K0 l3 o
- g.setColor(Color.BLACK);
$ h# i. T) j G+ ^. {' x x - g.fillRect(0, 0, 400, 400);3 b) j) P e( O- u
- }, o0 e$ c4 h; n2 J$ B) J1 M' h; Z% u
- 0 e8 t1 E% h6 W" D6 J) f! ?
- db = (g) => {//上层绘制; k6 Z& g% W% _7 B
- g.setColor(Color.WHITE);! m A- H0 O# d, K
- g.fillRect(0, 0, 400, 400);
: k" P# X5 R& J/ r - g.setColor(Color.RED);+ Y: f8 f: X" ~+ p% B( n2 _
- g.setFont(font0);' J( o+ S; F4 u' t
- let str = "晴纱是男娘";; |: r& h: h* V+ S
- let ww = 400;, X0 I- A. l7 [6 d0 m: t# D9 \
- let w = getW(str, font0);0 g7 K2 f8 o+ A( e7 T5 J
- g.drawString(str, ww / 2 - w / 2, 200);& o, T r$ ^$ Y$ ]5 C
- } K6 j9 c% S5 i* }
. J/ U5 i, h# _- const mat = new Matrices();/ D" c# W5 i9 t
- mat.translate(0, 0.5, 0);: ]; S0 n4 @1 e. @. w9 Y1 }
- ' y, J5 R( j* \- B' N9 ~4 W* d
- function create(ctx, state, entity) {( I t$ _( s% n4 k
- let info = {& H$ d$ a& ~, _0 _
- ctx: ctx,6 b+ y' g& i2 e
- isTrain: false,, `, v1 x& l' {6 t
- matrices: [mat],
" x9 }, N" l% b; M# { - texture: [400, 400],
: w/ b& l( W! K' d8 \: | - model: {
+ N: ?4 y- J; P( z7 z - renderType: "light",
$ J9 d8 y4 W5 A6 s - size: [1, 1],# _: K, v1 z8 E7 Y- V
- uvSize: [1, 1]9 Y/ T: I' \6 z4 [
- }/ Z2 s5 F& k/ `6 {/ I2 N2 n
- }
) Y# F' }4 [' z - let f = new Face(info); d, J) s- t* _2 o0 w5 m9 W
- state.f = f;$ w2 k# U8 I: [( E1 j
- . H2 N: G- U/ x$ X
- let t = f.texture;
* v; }0 a! S) d1 Q/ C - let g = t.graphics;, p( u8 g' _4 I& p5 U; f) E
- state.running = true;6 ^% y5 b! \ |9 ~! D5 o6 w# x
- let fps = 24;5 H5 K; X6 z' q9 r+ N1 T4 t
- da(g);//绘制底图
0 x! Y# x; ?! I, P - t.upload();
. j. V7 r, k- v3 x+ C& J" ^ - let k = 0;
, F @& \$ J @. _ - let ti = Date.now();
' E( t4 }5 c' A+ ] - let rt = 0;
6 u) a6 u6 A: ~9 u: W - smooth = (k, v) => {// 平滑变化' z/ v) \0 {: [; x6 @+ Q: s
- if (v > k) return k;4 J( x' {& y3 }" R8 l4 ^# m
- if (k < 0) return 0;
" P$ J; L8 |( a* ~( y - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;0 }: u4 s/ T3 |
- }
/ {0 M- E" o/ X - run = () => {// 新线程% L: D* G* V5 m5 l" F
- let id = Thread.currentThread().getId();( Q; b2 W% l8 U z. A
- print("Thread start:" + id);
8 R/ x2 U5 m9 |( p( K! V - while (state.running) {! w1 i" {8 m, }* q; F
- try {
% X$ y. i3 h2 O; A r1 L# u0 w, \( D7 C - k += (Date.now() - ti) / 1000 * 0.2;7 D, {( h) R( S. Q: v& M7 K
- ti = Date.now();
: _* z0 U7 P. K3 t5 Z - if (k > 1.5) {0 w P1 Q3 p- r) y5 }
- k = 0;3 d3 @8 K, q- `) F
- }
: U) {4 h2 N$ K- k8 |7 { - setComp(g, 1);8 Z- ]7 p7 j6 o/ w$ P
- da(g);; O% F' x, A9 }: s. J/ @+ F
- let kk = smooth(1, k);//平滑切换透明度. e/ ~2 f: Y* S1 o* J5 i5 I
- setComp(g, kk);
- ~' _6 i2 h% A4 C - db(g);
$ D6 P) N7 H/ _) P& U! u; u( x - t.upload();
8 V# a: K* C' X0 `* W - ctx.setDebugInfo("rt" ,Date.now() - ti);
, X7 V, d* T# v+ f1 F4 f& j - ctx.setDebugInfo("k", k);( e( E: ?3 t4 A+ D! O2 c* \9 `
- ctx.setDebugInfo("sm", kk); p. b8 S/ y/ w' P8 M+ y. [4 H
- rt = Date.now() - ti;& \1 O% |6 O- u/ Q' w/ ~) s7 T7 A
- Thread.sleep(ck(rt - 1000 / fps));7 a6 R% k2 p! q; u3 K; E
- ctx.setDebugInfo("error", 0)8 L$ F9 _+ y- }3 y
- } catch (e) {
' R$ u( A7 _( I+ J2 l- K - ctx.setDebugInfo("error", e);8 J! b* u, }# t
- }2 C K( z8 x U: j0 T/ d6 U2 F1 y
- }
* o+ U& v$ |; z6 l' U+ L - print("Thread end:" + id);" Y$ G! L, V! n' I7 ?) a
- }; f; f% F3 j; H( U# e) X: T: v' _) s( u- c
- let th = new Thread(run, "qiehuan");$ K! q* X. i% p/ M% a% O1 L
- th.start();
3 y, z' G d1 K; m - }
1 j( c# F& `* s0 |, F1 P) ` - - q0 l, l( W5 g( U0 g* K# h
- function render(ctx, state, entity) { q- g5 v2 Y$ v2 \7 Y5 }8 p
- state.f.tick();! C _- k6 D* H" s$ ], }: K# {, v
- }
7 z' s& n3 J- q - # e8 G1 L/ F2 n" p/ a
- function dispose(ctx, state, entity) {
! ~8 [0 t9 d0 E6 c- r - print("Dispose");
+ t! v1 H5 Y L8 W9 B3 f, L - state.running = false;
0 l8 d M' B4 v - state.f.close();
% K4 v) K: b& ?6 c8 r# [* _ - }/ R! f7 U5 J5 a$ r( h6 p
' Z5 ]2 u0 e- r% d" k. ~* C- function setComp(g, value) {
) P: K0 V, F; T0 R$ w1 F - g.setComposite(AlphaComposite.SrcOver.derive(value));! Q* L4 T [4 w' W; v
- }
复制代码
2 U$ m% D* u; M4 c, B. ~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。+ S) Z% p& H; k5 @) R
1 e% j4 z; U9 H* k6 t, w5 ]1 o6 C0 g" Y8 j
顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)& E& i, Y$ W3 h+ f
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