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1 {6 w: q8 N- M& j& [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。
( d0 t, _, B1 c2 Z1 k- importPackage (java.lang);
* ~; ~ o2 t5 V - importPackage (java.awt);+ h7 X' C; W. D" }9 l6 A5 C
- 9 Q0 }- |1 [0 D( x. f
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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" c( O5 c4 i0 v0 s9 e8 e- h' ]- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);' x5 J h: W# m8 L- U0 x1 G
- , C( t( f) W- t, C* `% O3 y& g
- function getW(str, font) {
- S- F& T' L0 q7 E. i8 ?$ y( I - let frc = Resources.getFontRenderContext();* u) B! E+ O- J
- bounds = font.getStringBounds(str, frc);
6 {! a% C! l# D - return Math.ceil(bounds.getWidth());! ]5 T+ L7 o5 R: o9 O
- }2 N3 W; r8 a; I. \
: E6 G v1 q* A( v- da = (g) => {//底图绘制$ D- r: Q4 x* ?8 w0 [
- g.setColor(Color.BLACK);% F4 S( Q g' e* v) n' C5 ~
- g.fillRect(0, 0, 400, 400);
) I) N1 f, r) h. S. T/ K) ` - }3 d* q) M9 T) O8 ~
- ; A/ f3 p3 T$ b+ y( K1 y! l5 d/ t, O
- db = (g) => {//上层绘制5 k1 Z$ v% n a* i- t, r- |! t
- g.setColor(Color.WHITE);1 h$ l1 G- y0 ]
- g.fillRect(0, 0, 400, 400);
N! n, R9 M- S+ T0 @; }9 k2 I$ C - g.setColor(Color.RED);
: k: ^0 D |: ^* }0 Q1 r: F8 d! R - g.setFont(font0);
" P6 n2 ]$ T/ o6 m7 N - let str = "晴纱是男娘";6 a0 L; U- p2 {) v0 V
- let ww = 400;0 }# ?; d4 F! E. Z/ A
- let w = getW(str, font0);& k6 |- k2 O6 d4 E
- g.drawString(str, ww / 2 - w / 2, 200);8 V, g, ~$ y6 L3 S( I3 ~- i( h: V
- }' V) k% d3 k0 x4 }
- 2 b! `8 X! w# D* `1 ]
- const mat = new Matrices();: o: Z; r- b) T4 _6 P
- mat.translate(0, 0.5, 0);- M; z8 @8 l5 e. O
) ?; m5 v; x4 P- function create(ctx, state, entity) {
) F9 Z/ b5 E! G - let info = {' y- t G: J$ U! r# r
- ctx: ctx,
& B! L$ z {0 \8 C1 D - isTrain: false," i5 _5 G/ ^8 _9 |8 y
- matrices: [mat],
" @) A- Z4 s) ?( d' l+ p3 o+ O+ y - texture: [400, 400],, Z6 G0 t* i- Q! a' l
- model: {
1 T0 }5 P; t1 t2 H4 k# B - renderType: "light",
5 ]6 D2 b; e$ R: L - size: [1, 1],
. F4 y0 r; r9 Y - uvSize: [1, 1]$ d" {/ _) U8 ^( q& d/ S
- }4 @3 i7 y8 {! Y& r$ A* I
- }& p: {- b4 `8 W# @5 z/ o$ R4 N' D
- let f = new Face(info);/ i, H' Q& O( {) X7 D2 ^
- state.f = f;2 M) `3 n. {. _& g
- . W2 [% e4 T. ^
- let t = f.texture;" d, E0 Q2 [9 a; N+ i8 L
- let g = t.graphics;
: G% j, [& M% n - state.running = true;
! j" I5 N6 `) K7 Z w5 C; D6 y - let fps = 24;7 `$ r- m+ f; {- p- A( F
- da(g);//绘制底图
E# \' X6 s/ J8 H - t.upload();. i# K; y0 p- i3 ~8 H6 @) [
- let k = 0;
8 ?4 O6 H9 P2 C; ?/ q2 p - let ti = Date.now();2 j8 X$ p, z9 H' n3 S
- let rt = 0;
9 G/ H$ n9 w0 q; s - smooth = (k, v) => {// 平滑变化
/ K. h0 E: _# a2 f( j4 ` - if (v > k) return k;6 P/ n( E$ ?/ f' l$ Z
- if (k < 0) return 0;6 B6 j% B1 A0 f
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
. A: i6 p0 t+ X2 h: u8 i' M/ g - }
1 F) C) w; ^5 [) G- T4 p1 l - run = () => {// 新线程
- n2 S# g1 J/ C" C - let id = Thread.currentThread().getId();
1 p5 Z0 m7 ~% W) p2 V& f. S - print("Thread start:" + id);
/ l7 n" c+ q7 I9 g5 n" z6 q+ R - while (state.running) {
: T6 J# @1 E% i1 L. @ - try {0 k5 S& E, \' ~+ B. W" G& u
- k += (Date.now() - ti) / 1000 * 0.2;% i: @& k" n9 B" c# X& B
- ti = Date.now();4 N1 h6 L1 _- |0 U
- if (k > 1.5) {
! {2 u# [4 Z9 V; n5 L' C# o - k = 0;6 u1 |1 D4 x+ E D
- }
, G3 B3 e3 E$ T6 m* M6 } - setComp(g, 1);8 V# V' D' w" z9 F5 Q$ J y$ V5 L
- da(g);
8 R# P6 x: m# u" M, [ - let kk = smooth(1, k);//平滑切换透明度
$ A+ K1 Z, w e, k - setComp(g, kk);
2 E2 Y* I$ U J! s" ]& `, R8 m - db(g);
1 Q- ]( C( K2 ?3 k h - t.upload();; j( ~; N) |# ^6 P
- ctx.setDebugInfo("rt" ,Date.now() - ti);
$ V G7 k+ B3 N$ |3 R - ctx.setDebugInfo("k", k);: j' t9 G" P8 A4 P3 L) L0 e- N; i
- ctx.setDebugInfo("sm", kk);: E; h8 ~+ d9 p. x
- rt = Date.now() - ti;
. k/ @8 ]/ e N9 J - Thread.sleep(ck(rt - 1000 / fps));
! t+ y5 D7 S* A2 B% H - ctx.setDebugInfo("error", 0)
. y' J+ w% r8 q4 h# _ - } catch (e) {. f8 z; @, z- g
- ctx.setDebugInfo("error", e);
& R$ a9 k! O J7 U& M - }
% O. O T u. S8 w - }
% A% E6 C. A( m$ k. T - print("Thread end:" + id);" l) z. I! }+ F
- }
8 m! r3 P7 U6 _5 t2 ?1 @ - let th = new Thread(run, "qiehuan");
- M! F3 ^4 F8 f8 f" W) |. F - th.start();
0 F$ u( W. D, F( B3 v - }
& ~0 e7 g3 N' k7 }4 O
! ~! \+ I0 q* C& V3 x- function render(ctx, state, entity) {$ m% [; o+ w+ m& E, i; h$ h3 l
- state.f.tick();
& `' \$ I" w$ ~8 E2 t2 S - }
. ^# b' ^8 b3 O! K, s - 2 E/ c( @( Z: @# b
- function dispose(ctx, state, entity) {
' p+ F+ w0 m: Y% t# L - print("Dispose");
! d" I! k3 f) d$ R) p - state.running = false;
& ^8 J) h* }0 U+ ?( d, @& M - state.f.close();
& ~4 {3 A+ J! s4 u' N8 e - }4 T; L) ]8 T# v: U* g, e: Z, I
% ?$ @$ X3 B4 R; p2 x7 O% a$ E- function setComp(g, value) {
1 \; d8 `! [& ?( G" S - g.setComposite(AlphaComposite.SrcOver.derive(value));3 J5 i7 {9 {' [8 S, l+ r% T/ V
- }
复制代码 {0 c" B$ E$ L, B% w8 u
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。$ l$ K, o4 U; R( S1 f
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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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