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8 b g6 C7 Y1 I; H" v: Y$ 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。
/ {2 `; R+ M4 u- importPackage (java.lang);
1 O/ e5 z0 l7 I8 v" j - importPackage (java.awt);
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- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);# i- l" y* s, o
- " {/ Z3 K2 L* N Q! T9 w
- function getW(str, font) {
3 z/ f2 [: U2 E - let frc = Resources.getFontRenderContext();
7 _, K. K* H" P- _ K, ? - bounds = font.getStringBounds(str, frc);
& J) G0 ` O/ n" c' P$ R( i2 c, G# ? - return Math.ceil(bounds.getWidth());
+ b4 l8 k/ f1 }& N6 ^. Y9 } - }! u1 N$ S2 E' ~2 J! r0 }5 W
6 h/ |& K1 ^ _) a8 T- da = (g) => {//底图绘制+ L( h6 P+ x$ ~& v; @5 X
- g.setColor(Color.BLACK);3 }# G( W' @2 S3 f- s' w+ s7 K
- g.fillRect(0, 0, 400, 400);
1 g! |& [# {' Y# B; ^8 w - }( K5 E& Q0 n5 u; F, w9 O1 C
* v- c" K# \; h( u ?1 _) E- db = (g) => {//上层绘制! |4 }0 w. {( s
- g.setColor(Color.WHITE);
) S9 A) K: v! m7 J! ?1 g - g.fillRect(0, 0, 400, 400);5 d; d* b, F0 Q) P) u/ o+ K5 h" \
- g.setColor(Color.RED);4 s" S5 b) o! u C! Q
- g.setFont(font0);
" I! S8 a( Z7 y2 s' F2 l - let str = "晴纱是男娘";
: g2 C2 {6 p- Y* {6 M - let ww = 400;
: L* I0 @' ~1 r/ C f: c/ x - let w = getW(str, font0);! K6 l. Q7 ~+ J5 \2 a0 i4 g2 X0 v2 C
- g.drawString(str, ww / 2 - w / 2, 200);4 m3 L" E3 c& n! g! _
- }) N% P- ?& s* d- ^
" p9 T: L7 |% `- ?/ F; |- const mat = new Matrices();" H2 y" L' |* R3 U9 Y
- mat.translate(0, 0.5, 0);4 f! ~! B5 R1 k6 f+ p
- 0 l9 L7 f* ~' J- g6 q
- function create(ctx, state, entity) {, x; s, [( s" J# d+ ?' S
- let info = {6 Q4 S% b" e1 h
- ctx: ctx, P% B7 `6 d5 I+ k7 ?1 b# c# k
- isTrain: false,* C0 x' B/ a2 _: Y" P, H! p7 B
- matrices: [mat],! \& m: S J8 l, Z* |
- texture: [400, 400],
5 u0 {7 C$ i7 ], y) X - model: {
: {) _5 {: ~. B1 J- `$ A - renderType: "light",9 c" p; }* o4 Y& B
- size: [1, 1],
& l! ], f: s' E* R! y+ G$ Y - uvSize: [1, 1]
7 D1 }. q5 ~2 e& C/ I9 i - }
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- let f = new Face(info);3 z- l9 Q, C7 n, t7 U/ u8 N/ E g# Q
- state.f = f;
) ^# Z- C3 d. W
# K0 H" F0 x9 |+ h" w* W9 H- let t = f.texture;
+ C @3 Z3 ^1 _! Q9 h2 m" }6 o5 } - let g = t.graphics;( ?& G3 c( |7 g4 Q
- state.running = true;
9 F' Q/ s1 f; Q. L% P1 j; s - let fps = 24;" X$ @( H: c) H2 U( z3 W
- da(g);//绘制底图8 O6 G" g# y* I# Z
- t.upload();
- K$ s/ k7 `, u) R i4 Y - let k = 0;) H5 e @" Q4 h7 ~9 }
- let ti = Date.now();
& \4 @( ?+ O6 \/ ^6 j6 B - let rt = 0;5 b, _9 A5 n/ Y9 M: ~
- smooth = (k, v) => {// 平滑变化
: L* r, M' b% C6 \ - if (v > k) return k;
2 ^) h+ o* S( Y( R$ { - if (k < 0) return 0;
4 B3 d$ P6 ^0 W7 k8 ]0 ^ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
o5 J2 ^8 R6 |* _; Y1 _" d# c - }+ T' y0 M& U) Z5 @' ]- `7 c: e0 z y
- run = () => {// 新线程% v" u1 |* k# E* c1 s& |; q# v
- let id = Thread.currentThread().getId();5 p; I7 I3 N$ Z$ W$ y; R
- print("Thread start:" + id);! @) n+ Q( C) A+ i1 i' F
- while (state.running) {
* z; ^& Y7 w a9 }8 C6 e) E - try {
1 F3 l4 |! O5 s5 R3 I - k += (Date.now() - ti) / 1000 * 0.2;
5 d: T4 }; _+ b5 {( L& g+ w - ti = Date.now();
1 \. f/ ~' _0 s5 U - if (k > 1.5) {
: v0 r) J! R0 e- `$ h9 ?/ [& x - k = 0;
4 p' e5 z6 Z# K' g4 N% ~ - }
2 n% a# m+ }# p. B - setComp(g, 1);0 e1 c5 N' V& v9 q! s1 P
- da(g);" ?% h) Z' N, U' a: _8 i
- let kk = smooth(1, k);//平滑切换透明度
, N% Y* c. k5 y4 j* f) {6 R - setComp(g, kk);
2 H6 A2 {( |: I) v' V - db(g);
6 X! `+ Q. a. S( C" i. W - t.upload();
+ m8 P' v, q: V8 F& E, |6 w |2 b - ctx.setDebugInfo("rt" ,Date.now() - ti);0 J, \5 [% M/ X# b- R @
- ctx.setDebugInfo("k", k);
: d) h, a# b6 @- G1 N* m |3 x - ctx.setDebugInfo("sm", kk);
s2 {( {- m4 S8 T: s( N - rt = Date.now() - ti;
% {" b+ j' P6 f$ N+ o, G8 i - Thread.sleep(ck(rt - 1000 / fps));/ P% D# J9 \, C. s$ C
- ctx.setDebugInfo("error", 0)
. @/ c0 o4 Y- F. L1 ~0 w2 D" e - } catch (e) {
# E: c( ?& d; v/ s - ctx.setDebugInfo("error", e);
. r1 u h3 Q0 Y Z/ B - }% D& Z% w T# W. _
- }
* l ^ ]9 M( V" ^, K - print("Thread end:" + id);
; z6 S3 i: p/ d$ H - }/ t( B. Q+ l; k" D! I1 R
- let th = new Thread(run, "qiehuan");2 _; J" A1 N- G) u" S$ V
- th.start();0 I4 L* D& n0 ^# M
- }3 e( ^% @' U$ ]4 [
( }* Q# Z0 o& G1 X- W) t- function render(ctx, state, entity) {, |) a( s0 y* h+ h
- state.f.tick();
8 {3 H3 \( x6 N) L - }
7 @" s h, h3 ] - & ~" P9 P, S5 _+ G
- function dispose(ctx, state, entity) {
9 `6 m, Q; Z6 ^" m1 q - print("Dispose");
: v* q, M) d4 S; u9 m - state.running = false;
- H+ H+ R6 x/ y& q; q" D. p - state.f.close();* T& {. B& ]4 i. Z- [3 d- H) E* _
- }
4 y8 s h2 S4 i3 X0 Y: v1 ?6 p; N - ! B$ H1 u9 E$ c9 A
- function setComp(g, value) {& o9 E+ [2 }% G) V/ Y* X% d3 }
- g.setComposite(AlphaComposite.SrcOver.derive(value));
; Y& ~- {% M7 v0 k @ - }
复制代码 ! O8 o0 F* s0 J/ {: Y
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 _7 Q `! `) h
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6 `: t( `1 l; m1 u S: Y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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