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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。
1 x8 G& L% F, G/ j! t5 z% x- importPackage (java.lang);
; z% V4 Y% D& R, q- X - importPackage (java.awt);1 G# C6 @0 g" z) o
- 7 H/ N, a6 i# |/ o" G# i
- include(Resources.id("mtrsteamloco:library/code/face.js"));- i$ i& |7 H' j% D' S$ W5 g
- 1 C, B& C9 N- x, v7 N! w7 I( |
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
+ ]5 J. J6 o( D3 l- J- \
n( k# @2 |/ l0 w5 P- function getW(str, font) {
9 {2 Z: v q+ r, a9 n1 D% } - let frc = Resources.getFontRenderContext();
/ O6 p) b3 d% T) q# |3 S: r - bounds = font.getStringBounds(str, frc);
/ j) G( c# O/ N/ j: h/ B% e" U - return Math.ceil(bounds.getWidth());
& i9 ^0 ^5 ~7 {' m' @; l - }
4 t$ l2 d- A& J u1 A9 S( V
, l- B* _: r$ z' N; Z4 U! p- da = (g) => {//底图绘制9 L/ x$ x i2 Y% G7 q
- g.setColor(Color.BLACK);
0 k+ T$ y h/ g) r - g.fillRect(0, 0, 400, 400);
' Q7 W( I: E" h. ?4 F - }% d! `6 F( M2 T, i+ e; j
- ) d! f& I1 k' X6 l/ t& u
- db = (g) => {//上层绘制5 O F2 F2 R# P$ V$ K! } l
- g.setColor(Color.WHITE);
+ G+ M+ n4 p( {0 @( M - g.fillRect(0, 0, 400, 400);
& J# q1 u3 A+ @ - g.setColor(Color.RED);+ i7 i% U! f3 m; S7 s
- g.setFont(font0);
; }5 @& [3 v7 R) ]- f1 [ |& c - let str = "晴纱是男娘";% P; r* L9 w- w T. e' `
- let ww = 400;
% @& M+ O l9 { - let w = getW(str, font0);+ T. q! k Q$ k; C6 ^! k U
- g.drawString(str, ww / 2 - w / 2, 200);3 i1 K5 p z# z" y# l
- }1 ~' x9 s5 |' g/ [: |
- 1 p# Z# }& {0 _3 t7 a; I: s
- const mat = new Matrices();
5 ?: U3 c2 ?0 r# m/ v7 X - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {( |$ w; Q; ], X# o" ?
- let info = { X* \0 H5 _ {
- ctx: ctx,# ~( Q3 g/ d" c* ~4 \/ y
- isTrain: false,
0 V) Z# j2 [9 m# ]; k2 T - matrices: [mat], e: C9 B$ y0 w
- texture: [400, 400],0 `/ G- U2 [! Z! M7 w
- model: {
9 B% I. h3 Z) S - renderType: "light",
, C2 p4 J( r6 D - size: [1, 1],# r8 [: |7 ?+ y# a8 R
- uvSize: [1, 1]
' z0 Z4 G! p W; {! ~) k& f7 h - }
8 @% e# f, Y9 A - }
. { d9 }( ^9 q% V$ C8 e - let f = new Face(info);# x: u/ N! w# k; X, o) ?
- state.f = f;
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% n( k9 p" q: E8 F3 H- let t = f.texture;
% U N; X! X- C; @ - let g = t.graphics;
: |& i0 d! v: A& S, ?- [ - state.running = true;3 G! b; [! C! g1 d5 ^. N- h
- let fps = 24;
, |& K2 K9 S; R& ?. s m" x - da(g);//绘制底图
+ O0 k9 w3 w6 R$ l6 i - t.upload();" G0 K% N& t. {* r$ }* F. A
- let k = 0;
+ ~; ?; B5 q( j, }* o! H5 e - let ti = Date.now();7 C0 N5 _' f2 h
- let rt = 0;
. X8 v1 O [! B' E9 Z$ b - smooth = (k, v) => {// 平滑变化& q4 u8 F* P( R/ N) Y
- if (v > k) return k;
: H1 j' D1 k6 U4 p - if (k < 0) return 0;+ n5 J1 |8 c1 e/ U( v$ l7 T
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;4 @7 R& F7 H/ [4 ~ W- P
- }1 l4 g, P* w: T$ V7 }& p
- run = () => {// 新线程* w6 Z" w" l5 A
- let id = Thread.currentThread().getId();) |1 b! Q3 t! d8 ?; H, F& E* K8 C3 n
- print("Thread start:" + id);( p ~( Y4 J1 L. d. L& u. v
- while (state.running) {: Z6 g- q8 ?( V& i. j
- try {
7 J6 K2 j, ~# F - k += (Date.now() - ti) / 1000 * 0.2;
' O* J2 j3 m4 j* H5 d - ti = Date.now();! j, L2 ]9 v8 q$ c% t
- if (k > 1.5) {
9 r: M, j3 a' ^' r( c) r - k = 0;
/ T' P3 Q3 `7 E3 N( X+ w& A3 @9 o0 L - }- [& k: h0 p4 z1 t2 ~9 }
- setComp(g, 1);
) C; E! K6 Y- d' E+ E) L1 ?. t; Y - da(g);
4 |) N1 }2 P( [7 u2 q' v- Q2 {4 Y. [! I - let kk = smooth(1, k);//平滑切换透明度
, y2 g" k/ i5 a% \ - setComp(g, kk);
* {, w$ J4 D& I2 N/ U" ~ - db(g);
1 z( A8 H/ P7 \% Y6 \ - t.upload();: ?1 H4 Z9 H8 z& d" O
- ctx.setDebugInfo("rt" ,Date.now() - ti);3 e6 \ n" M2 q' w$ t
- ctx.setDebugInfo("k", k);* y( m. }: N0 q/ P1 i1 k% J
- ctx.setDebugInfo("sm", kk);
* ]* Z2 v4 ~! J. e4 A8 ~ - rt = Date.now() - ti;
' P- b5 y( C% E5 L7 s6 B - Thread.sleep(ck(rt - 1000 / fps));5 p9 `, @; A, y! O1 g
- ctx.setDebugInfo("error", 0)
0 M- t4 l: {8 r - } catch (e) {
: b6 }# c6 h, t# H# J4 K - ctx.setDebugInfo("error", e);/ ?$ n; m% q/ E% }' d6 }
- }7 P+ {7 W" A8 }* l' e. \& N" n
- }
8 E1 u; X3 d7 w1 {1 H; z4 A - print("Thread end:" + id);
- \' \ |! `, |, V/ } - }5 C( }9 g- P; C0 Y1 R3 z
- let th = new Thread(run, "qiehuan");
7 ?2 Q. ]7 y9 h9 G: r+ c" J - th.start();
) x; Q7 t$ o, K \3 t; J0 H - }
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- function render(ctx, state, entity) {
4 I/ i! z7 C2 J: V g8 A - state.f.tick();
+ Y4 t, F4 U1 v - }3 v9 e0 f' [/ N0 E1 M1 b7 m
- ) C4 i2 ^' s( Q' z9 S" C
- function dispose(ctx, state, entity) {$ s9 h n3 F3 l! C3 ]) d
- print("Dispose");
2 J b) U5 R! x. H - state.running = false;9 P9 u4 ~ X, F
- state.f.close();5 w* m/ H3 J* _) p* l3 g2 g$ ^' V
- }* S! a/ j* A) O: ~
- / V! u5 A; V/ E8 w0 n
- function setComp(g, value) {
; ]' _" O" K3 Y- P1 a1 E - g.setComposite(AlphaComposite.SrcOver.derive(value));2 w; i9 B8 N; D/ M
- }
复制代码
& [ o# O' K0 p6 x6 A) P( D7 z5 \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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+ ~' Y( F0 j' R+ c8 L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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