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+ [$ l' n9 |. b! g9 d# ~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。
# N, S, O/ K5 c% O D0 e* O- importPackage (java.lang);4 M8 c4 g8 V' @* ~1 v5 x- M7 v
- importPackage (java.awt);4 i% G1 L) e" J$ M4 T/ o! d' K
: Z" S* f1 [6 u% H- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);9 d4 g: W7 Y9 K" Y
* K. s9 Z3 M( j: {8 Q- function getW(str, font) {# l& B/ A1 B. p0 b7 n5 U5 T
- let frc = Resources.getFontRenderContext();% T* x. w: Y0 x; L% O) R( m
- bounds = font.getStringBounds(str, frc);
% a% S" \0 Z& q* p' s; d - return Math.ceil(bounds.getWidth());
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- ( t7 m) z$ p, N8 M
- da = (g) => {//底图绘制
* T" ?+ P& V0 E3 |& e0 \ - g.setColor(Color.BLACK);* l4 {! S" e" l# [' Y+ A# F" y
- g.fillRect(0, 0, 400, 400);
* W+ t( |* I- \ - }, ^* W$ B3 E$ x6 B Q: p
- , Z; J8 |' {: B K
- db = (g) => {//上层绘制
- l. ~+ E( ]1 L& }9 | - g.setColor(Color.WHITE);) a1 R0 F6 \# f1 i% n( u3 Q
- g.fillRect(0, 0, 400, 400);+ u) `( |( n) X. M+ U' P) `, n
- g.setColor(Color.RED);' \: t5 L7 p- L1 c0 Q" P" L' ?
- g.setFont(font0);
: {2 U( o: F* P/ b% @7 { - let str = "晴纱是男娘";2 {+ j, M* P7 }5 w. J+ K6 `# V3 N3 R
- let ww = 400;: o$ S8 T3 g! U% o$ @! V7 z
- let w = getW(str, font0);7 _/ |6 e1 @1 I) c, H
- g.drawString(str, ww / 2 - w / 2, 200);
8 @. i5 F; B* h; A; [ - }
, P4 i) D! S0 g
, N9 a" f/ r% D+ f! Q' P9 [- const mat = new Matrices();
+ y7 p2 L/ l: A- H& K/ q3 B - mat.translate(0, 0.5, 0);4 Z, Y% X7 U v+ W2 k+ \- L
- , R7 Y! h, J% X+ \1 u- H7 N; T. n
- function create(ctx, state, entity) {
" |( _- a% G7 ]3 R+ V - let info = {
" V1 _3 k; g7 U0 j2 C. h - ctx: ctx,' h e0 Q1 c) z5 T1 W
- isTrain: false,9 R" R: @2 r* b& m: V9 d& }
- matrices: [mat],# y" K2 h* Z' c) N1 J+ q% i/ E
- texture: [400, 400],
6 t% @" g* k; [6 ?8 S- C - model: {) g6 I1 {' c3 p5 g
- renderType: "light",2 p- A$ F9 ^& U8 S! K+ V! h7 ^1 J
- size: [1, 1],2 R7 @3 P! q9 \
- uvSize: [1, 1]
6 V X( A$ G8 ~ - }
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- let f = new Face(info);
7 b. x4 D) p/ j. S7 ]; w/ t - state.f = f;; {. [$ Y8 t1 u+ b0 @
- ! Y/ r6 c/ z3 V( }0 C" k, T$ m5 d
- let t = f.texture;- e3 a2 Y( N" z( n
- let g = t.graphics;
. s- {' [* G) z7 X) } - state.running = true;& o( ^, V) W+ I0 e4 I
- let fps = 24;
! j1 \! g3 y. ]6 \ - da(g);//绘制底图3 j/ C: l7 N6 {& K8 W& M
- t.upload();
, ~% \7 z0 d" E - let k = 0;+ w" {; T6 _; T5 B# ]
- let ti = Date.now();+ u4 c3 ]* i6 d
- let rt = 0;
8 T. r& Y0 b7 i+ b' [. h7 \8 [ - smooth = (k, v) => {// 平滑变化
0 t5 a( v; V8 I) b0 d - if (v > k) return k;
( U n% V" ?$ d! T - if (k < 0) return 0;
9 I) r" J( j' E$ c" t0 X6 R6 ` - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;0 D6 ~. |: Z, U0 s
- }- O/ ^0 g7 Z$ p1 w( d! E2 ]
- run = () => {// 新线程
: Y0 U0 h/ S2 o7 n - let id = Thread.currentThread().getId();+ }! a0 A5 k2 c |. [) o
- print("Thread start:" + id);
' C6 `& g4 S h" x6 R: P2 @+ l - while (state.running) {
9 b' ^) B$ @$ S, _ - try {
& Q- N8 _* H7 v ^) j3 l0 r1 D - k += (Date.now() - ti) / 1000 * 0.2;
3 u: ]& `- i1 j, p4 r; @; F+ I6 ^+ q - ti = Date.now();
8 y3 Y# L3 F# e/ g, ]# Y - if (k > 1.5) {
9 q5 u8 W |) i - k = 0;, V8 G8 J- c6 l# ?5 W! U0 j3 u
- }
& Z& Z) p; O# T* ?5 { - setComp(g, 1);
) y# `( j. j& z5 P2 }& P& j - da(g);3 U' `) C4 C& N7 s, [( f
- let kk = smooth(1, k);//平滑切换透明度/ c4 T% r# Y+ R. N* ~" }
- setComp(g, kk);
1 Y' x; I+ N2 G0 X& C3 {0 ] - db(g);
' ?# }8 Y4 p$ |4 A3 J& x% C. m/ a - t.upload();
' V: h- `# g% V# k; t7 t# R( b - ctx.setDebugInfo("rt" ,Date.now() - ti);
. {* Y4 [$ d% U4 k7 s - ctx.setDebugInfo("k", k);
* W& q2 X# m8 X) G% ^ - ctx.setDebugInfo("sm", kk);6 g: C h3 Z, r* n; _
- rt = Date.now() - ti;
* K- f' @9 b, a7 M - Thread.sleep(ck(rt - 1000 / fps));% R8 ~& @1 k* L
- ctx.setDebugInfo("error", 0)
( R7 }0 f! c+ h) C% \5 b - } catch (e) {
: Y8 l# J' D. ` A2 ` - ctx.setDebugInfo("error", e);
- H5 v: H- ^4 w& L. W0 x- U# E - }
. d! d2 t; q- J( n - }
0 M' b$ {) N8 P( o* I+ U6 u2 ] - print("Thread end:" + id);
) l$ g6 D! B$ R- k6 n - }
1 z: H+ _4 [4 S - let th = new Thread(run, "qiehuan");
- r! L9 ?: g, a1 g% X0 ^3 l* N" Q - th.start();
2 ~, b, x7 w3 Z' c - }
8 O3 G" ^/ ?$ P# j1 p- q$ p1 { - $ w1 T2 \8 n' O, X% O
- function render(ctx, state, entity) {
/ i- ~3 q' h t( X+ ^5 G% e9 R. S2 J - state.f.tick();
4 U& C2 X7 @5 |. a. L0 P - }3 f9 F2 f# T C2 A! u
- 4 {( h4 n5 W- t2 m; I
- function dispose(ctx, state, entity) { V+ H2 g# g: }6 s( R. r3 _& C0 B8 Z
- print("Dispose");1 W1 i' A( |. u' ?
- state.running = false;
4 y0 H1 L1 B3 e H5 m - state.f.close();1 b `6 q, [, x% R) {4 L4 X% K+ H
- }/ P6 }: {0 B0 M
- 5 O, z! h' r, w# \ G
- function setComp(g, value) {2 S2 n; ~( Y! w1 @( b' X9 U
- g.setComposite(AlphaComposite.SrcOver.derive(value));
7 P5 c4 N# g) N& Q - }
复制代码 / _2 j0 N5 l7 d) b. X
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。
; _5 w6 _% \/ o; o/ r0 Q4 L6 K2 F( }6 k3 [1 L% K
- l7 I) w# y& k6 C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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