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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。
, K* X& A1 g# O0 p( v- importPackage (java.lang);
8 j9 V) C+ I! i( m - importPackage (java.awt);& w6 z9 E, }: s& y
- U# J) A% G" I8 B$ _; K- include(Resources.id("mtrsteamloco:library/code/face.js"));+ [. h+ B( m! _2 q& N
% n( b% R0 a5 m0 P- }- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
+ W+ x/ U% D3 ] Y( g! Q; k/ o - # I6 B. Q/ X: |1 a) @" d
- function getW(str, font) {; k& A2 W) ^; {2 I
- let frc = Resources.getFontRenderContext();9 M# \4 {: d* K8 d- z( @4 S( x, o
- bounds = font.getStringBounds(str, frc);
1 x7 h+ g l3 p0 I, @$ w" E - return Math.ceil(bounds.getWidth());( |" L! m5 _& `" t% Q
- }
0 s1 @/ ~- ?8 o% x) X$ o - . S" m9 p' h2 O: s
- da = (g) => {//底图绘制
# ~1 W; y( o# f! B* K8 { - g.setColor(Color.BLACK); {9 s+ |9 {* d& p
- g.fillRect(0, 0, 400, 400);1 ?5 B$ q& |, T
- }$ }& d4 u+ W5 q8 m4 j+ `1 Q' k9 {
d' C! t3 E/ {- db = (g) => {//上层绘制
1 o" K7 J9 v# ^% H2 Y& V, e - g.setColor(Color.WHITE);4 P! b0 }* L$ n
- g.fillRect(0, 0, 400, 400);+ i3 u8 Q! I* B4 m
- g.setColor(Color.RED);3 M! K2 H5 b3 |; T6 b8 ~7 S9 d$ U
- g.setFont(font0);
3 V- m: | ^2 U3 c; u - let str = "晴纱是男娘"; y3 |. t/ U0 d# K% m1 V' k# Z4 Z
- let ww = 400;) b& i7 p H) g8 u" d' |% E
- let w = getW(str, font0);2 [( n; e) o0 \/ I5 f# w) D% ~
- g.drawString(str, ww / 2 - w / 2, 200);
6 a3 O ]/ Q# Z* B- U5 U - }
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- const mat = new Matrices();
# u% H0 C2 @4 w" A9 V - mat.translate(0, 0.5, 0);
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& M) z3 Y8 x$ b! P5 @- function create(ctx, state, entity) {; U, i; J: ], k4 P+ v: h0 T& u0 H, `* i
- let info = {
% D# _/ [0 U3 |7 h - ctx: ctx,2 j0 s3 g& R0 o
- isTrain: false,! l, H4 `' p( c/ q( ^: @' V
- matrices: [mat],
3 Y* @" }" x" F/ R5 h6 d - texture: [400, 400],8 j: _" _2 J- Q9 j# h1 Q
- model: {
" j. r+ q& D0 ~! h5 L" S0 v - renderType: "light",
7 S( b& {" R) }( x! Z7 { - size: [1, 1],% t! B# {' z$ I9 q+ k) e9 k
- uvSize: [1, 1]+ c5 s" t, N7 U
- }0 i6 w$ R! g1 ?( @3 p, k
- }
. r* D# J" m, A% F }$ J ` - let f = new Face(info);
( D2 Y d$ K4 S! C7 B4 m - state.f = f;
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+ g( J. G6 J& V/ p- R- let t = f.texture;4 x6 B; F0 N1 h- c
- let g = t.graphics;: _: @( q; X* u: `+ X, l
- state.running = true;0 e% r) F4 E7 ~/ ^* p8 m' I
- let fps = 24;
1 l R, h$ ?* S# E1 C4 J; W: Y - da(g);//绘制底图
2 O$ B2 d; W- b6 T& V) g - t.upload();- h0 g7 d' i3 S: ~
- let k = 0;, C$ X* ]' t! D, g6 ~% h1 \
- let ti = Date.now();# x O8 q9 w" j3 p& }$ R
- let rt = 0;7 Y" ~' l# L8 j" g5 j
- smooth = (k, v) => {// 平滑变化# U% C/ K% {, g" c
- if (v > k) return k;
& b& U! X# Z8 t% {( \ - if (k < 0) return 0;* b: k* [* i7 L. M% H' @' M# [
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;$ ]* c, r7 T; V% s0 i# K
- }
! ]0 o; c6 e0 s* o: L6 k, H% l - run = () => {// 新线程
2 v; ~( A7 E9 L/ ~3 O9 q& K - let id = Thread.currentThread().getId();
9 T/ x! h0 g. W* y; x7 P - print("Thread start:" + id);
) J% G8 ^# {( P1 D- K$ U* m% ~ - while (state.running) {0 j/ z$ Q6 E( M
- try {
# F0 _4 C( G: |6 }* a# m ] - k += (Date.now() - ti) / 1000 * 0.2;! N+ ~' I( X; B/ e( C
- ti = Date.now();
) i& C2 Z) i$ ^! Z- ^, K - if (k > 1.5) {
; r; [' P2 H& t9 R - k = 0;9 g. ~0 k' m. u$ Q9 o0 r
- }
1 z4 ^( c7 T& s- [) U) A$ J# y - setComp(g, 1);1 ]& O" v9 [3 |9 v7 M
- da(g);
4 q+ p. o) E' C8 R - let kk = smooth(1, k);//平滑切换透明度
; M8 n9 y! G& C% u5 d( v, G- @! O& X - setComp(g, kk);
& z2 H; S& i4 _8 L - db(g);# _1 c& I" X E" v& w/ l
- t.upload();
( g1 v2 W' B& c. m! f. k2 [( H+ r - ctx.setDebugInfo("rt" ,Date.now() - ti);
3 T9 M" X$ x) U! N# S7 O5 N& j - ctx.setDebugInfo("k", k);/ J+ G/ l: |' ^; f' v- @
- ctx.setDebugInfo("sm", kk);# r- G, n3 V' v3 \& H: ?
- rt = Date.now() - ti;
+ G. t' s2 |! f9 W - Thread.sleep(ck(rt - 1000 / fps));
1 S2 c2 E6 A; K& G - ctx.setDebugInfo("error", 0)
: x+ j) f- j# L: w, Q: I - } catch (e) {
* }9 J4 X: Q& ~, o% F - ctx.setDebugInfo("error", e);, o& Q' y8 _9 L, U* H
- }
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- print("Thread end:" + id);6 o' a* @) A: a/ K8 {
- }! C& z% s, g( r7 b F+ {4 r# m) j
- let th = new Thread(run, "qiehuan");
& L* S4 k- i+ z: ? - th.start();
2 Q& W. h$ y8 Y9 X) X - }
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- function render(ctx, state, entity) {5 `# ?, }! ?7 h4 z3 t6 P. i0 H9 Y
- state.f.tick();+ x6 r9 t0 f/ ^. \4 k- m7 S- s% {! F
- }
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- function dispose(ctx, state, entity) {
# e& ^, M1 U5 Z# k1 v& Q# R/ T - print("Dispose");. r, g& k. G; R* R+ V7 I) M6 B4 }
- state.running = false;; r3 m; }+ a# A- G- N( S+ |# v# m" W
- state.f.close();
4 A& q8 E9 F+ o - }
- L% a( l' j! Z/ o4 C - 8 L( J1 d6 Q# B+ r* G
- function setComp(g, value) {
. U# v, j9 _: S7 U) H6 ]' M - g.setComposite(AlphaComposite.SrcOver.derive(value));0 ^" {) d1 g' M" L; W
- }
复制代码 7 w ~+ o" i/ o' I5 |! j
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。7 G2 v7 r" \6 R% }* a. U' b
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. S: j& g2 v5 y/ o& a, B" g. q( E" t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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