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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。
2 H, A) g4 H" I# i* _- importPackage (java.lang);2 ?) Q. u7 p A- T+ F2 s# w, t
- importPackage (java.awt);$ V' u2 F& M% e% p! |4 m! t8 B
2 B) X/ J( g+ z0 A+ c" t ]- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- `6 D: t' M) N- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);6 Q- f4 a" F3 P5 I7 U9 B- `
- ) Y0 q% g0 `. r" P" N( N7 q7 b
- function getW(str, font) {
# E: S# y0 Z2 y' O - let frc = Resources.getFontRenderContext();
; `. P/ ^$ W, m( B4 g) S6 L - bounds = font.getStringBounds(str, frc);5 Q7 N" M- `, a! S0 h
- return Math.ceil(bounds.getWidth());
+ a: w/ p! U; L/ `+ I- v4 S! b - }
- v( M8 ?8 ^. Z, m1 p, O8 ?
3 |$ O: n5 o; M: I4 j$ t- da = (g) => {//底图绘制
( E9 S/ d% g3 B5 w. u5 ?; z8 i - g.setColor(Color.BLACK);
0 G$ @$ `' \9 x6 X0 E - g.fillRect(0, 0, 400, 400);
% \. |, ?8 L1 r5 A8 \ - }, E- b. ~! B7 j- O# O% D1 k
% N) C* n& ~' X- db = (g) => {//上层绘制
$ U+ t. P' K2 C" C( b* K! ? - g.setColor(Color.WHITE);% H* q8 N2 u8 P! t, V
- g.fillRect(0, 0, 400, 400);
; J* C; B9 ~6 j - g.setColor(Color.RED);
& d9 o# w! ^: |% F - g.setFont(font0);' x5 X0 o6 ^# r2 h0 t& B* C
- let str = "晴纱是男娘";
7 a7 f9 ^0 Z! |' u - let ww = 400;0 C+ P9 K4 C% }8 m! C1 w) v0 ^. U$ [
- let w = getW(str, font0);
; R( g4 _# F5 k% p K- v$ K0 p% v - g.drawString(str, ww / 2 - w / 2, 200);
; w1 ]$ @4 Q! @& d% w7 S' m - }
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- const mat = new Matrices();& n2 R, p: q7 Z
- mat.translate(0, 0.5, 0);
# A8 I! H! b6 Q4 [8 I0 K, E
+ i% h9 e8 c+ J- function create(ctx, state, entity) {9 U4 w7 [9 P4 A" G- r2 v
- let info = {8 q0 ~* ?( n7 l4 f( z$ X: K
- ctx: ctx,4 @' p9 E7 U4 W, W) ~9 j
- isTrain: false,
3 ?: r+ E# r) {5 ` - matrices: [mat]," k$ l- i2 p) i$ o; H5 L& s
- texture: [400, 400],/ W( A6 B$ ?& a7 _+ Y
- model: {! F, g" `) O0 z. i
- renderType: "light",0 i$ B+ f/ k9 m+ w/ z: ^) N1 E
- size: [1, 1],
2 q! k5 N& y9 n$ j6 V$ X - uvSize: [1, 1]
* z% c {: {# ~+ E - }
: B. t1 m3 l. B8 \ - }
/ Q0 ?! L: q/ C; O- t& }* S - let f = new Face(info);
+ y( d: D: ?9 l. ~4 y/ y0 @ - state.f = f;) d! L, j* X5 z+ F; l
& @& [6 A+ x( v/ C# V6 D- let t = f.texture;
" r) r# ]. e, C4 B7 N5 O' O9 K - let g = t.graphics;2 n6 ~9 \" j3 h2 n# l
- state.running = true;
0 r3 v) T! t" U$ Y% s - let fps = 24;+ h( O& m1 k* z; d0 @$ ^5 v
- da(g);//绘制底图1 ~' e0 @7 p) w0 C, I
- t.upload();
! W/ I/ A0 B. f5 x3 M - let k = 0;
- l: N ]' B6 l& _' K - let ti = Date.now(); h0 s }9 N( Z) {* ^& t( [
- let rt = 0;- T( P, S8 G0 t( |. {1 f
- smooth = (k, v) => {// 平滑变化
2 w- [% X# Y8 T2 V - if (v > k) return k;; _5 \& x$ j) N3 a7 D# N
- if (k < 0) return 0;
; {, J" ^, H: o+ o& W+ r - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
% g6 M* ?4 {: ?6 D, k3 ~ - }
9 B: ?, A! t( ?& B4 w& Q4 w - run = () => {// 新线程
: s6 [0 j2 u3 G" V+ F8 ] - let id = Thread.currentThread().getId();
3 c6 ?# R+ \' R+ ]7 A, Y) U0 o/ E+ @ - print("Thread start:" + id);
- H, V! W( b2 h# i& Z2 i - while (state.running) {
+ {. h; m# r y - try {2 n2 ?( Z3 m/ \( _* w8 z
- k += (Date.now() - ti) / 1000 * 0.2;( Y. a8 f/ l) P4 r* H
- ti = Date.now();
) A8 C, p) L% e: G - if (k > 1.5) {
4 t1 @4 A) e) H _( `6 E - k = 0;
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- setComp(g, 1);
6 o# R: [$ e1 W/ T0 U' o, Y - da(g);
& a3 o- |, y. l% {1 j; f - let kk = smooth(1, k);//平滑切换透明度
1 e* k% h& f- h( i - setComp(g, kk);3 `. T$ o7 q q! f+ @2 j
- db(g);
M/ c" a q4 t; {3 _ - t.upload();
- @: p8 T1 z4 e/ R+ p2 _' U - ctx.setDebugInfo("rt" ,Date.now() - ti); {, x4 M+ Z" Y/ d0 y
- ctx.setDebugInfo("k", k);5 C# L+ _! P3 X+ i
- ctx.setDebugInfo("sm", kk);4 o( ~" r+ o8 N X: E; E$ j _
- rt = Date.now() - ti;
: B5 n- G+ W9 f- f {. @& T - Thread.sleep(ck(rt - 1000 / fps));. S- L; k2 a- S. f2 y
- ctx.setDebugInfo("error", 0)
% n5 Q) T6 G' r0 }& w! Y1 F% V6 I - } catch (e) {9 w$ |+ p# f: x- S4 C
- ctx.setDebugInfo("error", e);
! @9 x! o$ K: _* j& U9 G - }4 s1 f. `8 [1 j/ n3 m& M4 d$ F
- }9 F6 Q( |8 T3 w/ x; ?
- print("Thread end:" + id);' V/ ^- b' ]1 S" p
- }4 P$ O. z: g+ N+ P+ z
- let th = new Thread(run, "qiehuan");
# |3 U- R( R- n9 T% ^4 b - th.start();
8 F& w& j* C$ h9 g& ] - }
# }6 W2 a5 }! ]4 u - 9 H C, }2 }+ y/ {
- function render(ctx, state, entity) {
; t. {' [/ w1 g' L* a - state.f.tick();
6 z( \7 M4 f2 k3 O" n# [6 V' x - }
+ r" g: a6 `% Z2 n) {
0 I% U y `6 z- function dispose(ctx, state, entity) { d' {9 S: w4 W; v" X O$ o6 L( \ Z
- print("Dispose");! F) \8 {# e% ~( C
- state.running = false;
/ Q" _0 D+ S0 h9 s9 X B7 a, H* {, s - state.f.close();) O' {) b/ R5 ~) G+ M3 v) N
- }/ J* x$ u0 \3 e# J- m: U% [- v/ q! ^( }
3 a& x& u. B& ]3 D/ D- function setComp(g, value) {6 z' ?" S- f& e6 d1 j3 @
- g.setComposite(AlphaComposite.SrcOver.derive(value));
# _( p' k+ p$ g4 T$ Q - }
复制代码
$ a2 E( [% ] 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。$ j" F, S* g, w+ w" O, _7 G
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: y- i6 I1 Y! W& `! _) P' {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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