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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。$ N9 o7 M4 v: I0 q
- importPackage (java.lang);
+ K9 }( a! ]( l) G. y1 K - importPackage (java.awt);/ x8 s9 P+ I% b& a5 y2 O
- - M R: V7 |0 \) |4 H- D
- include(Resources.id("mtrsteamloco:library/code/face.js"));8 c G% q" g$ W, t* S5 O7 t
. V5 K3 |$ s7 s- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
/ A3 n- I/ {+ ]( k+ |8 T# m - % Y, ]' P6 Q' `- W
- function getW(str, font) {% V, X r! J: K4 ~4 G0 F
- let frc = Resources.getFontRenderContext();
' {6 C! b" q; C2 }& J - bounds = font.getStringBounds(str, frc);9 c6 b0 ^; @- q1 K
- return Math.ceil(bounds.getWidth());
# {' n4 k6 e5 G* ~ - }
- m, Q4 ~ z% I# P) N7 M: |. u - # E/ m, V( J9 l% A0 R
- da = (g) => {//底图绘制" D2 y3 E+ v; }4 f4 c
- g.setColor(Color.BLACK); R' v9 g8 k2 N
- g.fillRect(0, 0, 400, 400);
8 m+ s- Z+ p# K' r. p1 { - }: ]* x3 |# k5 p: Q6 F4 o& f
% M3 W- U8 c+ \+ t j: y- db = (g) => {//上层绘制2 c% N- t5 r; _8 }, Q) H
- g.setColor(Color.WHITE);
7 P4 ^- m& {1 ] - g.fillRect(0, 0, 400, 400);4 w8 x6 o: B: Q; g6 y9 r
- g.setColor(Color.RED);
5 W, v) m/ H9 y9 m - g.setFont(font0);8 S* \) I5 A- L* O
- let str = "晴纱是男娘";
. g. w+ K; |4 o8 h3 B - let ww = 400;
: R' E; K' H# b - let w = getW(str, font0);
1 C7 A8 [) s4 G7 N5 D - g.drawString(str, ww / 2 - w / 2, 200);
. }3 K0 W# n3 D - }% u; v t: B# y. e$ X u" ]8 a
- " `% a0 b B* n# g
- const mat = new Matrices();
6 Q7 a& J, }/ { - mat.translate(0, 0.5, 0);
& J9 I' M$ f' v# g+ D - 2 X) h" `8 k6 y; P
- function create(ctx, state, entity) {% L0 h p4 h9 K8 i; f$ s! ~" }# u8 W1 B
- let info = {
; t) [: t) ^1 {* p: T# ` - ctx: ctx,
& B( U2 e* M! {' U m2 p - isTrain: false,
# s+ E: s$ x u* U" y- m - matrices: [mat],
" D" p6 K7 P7 j- W5 F' D/ g# i - texture: [400, 400],9 o# e5 l$ L; v! |. G* e5 W
- model: {9 i) X# Q9 _5 o3 J
- renderType: "light",
$ z- T1 F1 D0 V1 o% Y) b9 k - size: [1, 1],
; K M4 w2 |: Z - uvSize: [1, 1]: f0 S0 q: s% s0 s ?
- }
9 b: R) r, S4 x" U( r L6 i - }
6 r( }' Z/ L7 H7 q% @ t - let f = new Face(info);& D7 b% G! n9 C$ c, B$ V1 f
- state.f = f;
5 E" j) x' |8 r - ) ~, _% l _# P( H0 N) N
- let t = f.texture;, z1 q: p" O) j, h0 Q8 n8 g
- let g = t.graphics;0 r7 T9 P& S- b" Z% _" g
- state.running = true;/ @% K$ g' C5 _. ~. C" Q
- let fps = 24;
$ \; q# c. m) `" q6 w - da(g);//绘制底图8 s% y& }7 R s4 a0 W
- t.upload();# u1 l2 z) V$ M
- let k = 0;
$ z& u1 D& _; W' h* B( u: R - let ti = Date.now();5 p4 t4 }) `. n
- let rt = 0;
) K1 L4 W! P$ l: { - smooth = (k, v) => {// 平滑变化
$ M- X5 l( G- y" w9 N3 [ - if (v > k) return k;
" `$ [' k0 H; O/ J - if (k < 0) return 0;
$ x" ^5 ?( u7 s! N5 z - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
4 O% y* O, d1 ~3 y0 U- J6 {- H - }0 p% }+ k/ r9 ^+ }" B# z+ y
- run = () => {// 新线程
' @: ?/ s' W6 L - let id = Thread.currentThread().getId();
! L$ V- N4 k! I - print("Thread start:" + id);
' k1 \' Z1 L% | - while (state.running) {
5 ?$ W( E$ A, x - try {8 l, V& H5 Q p* c4 }& g% j
- k += (Date.now() - ti) / 1000 * 0.2;
E ^: _" d6 G$ R4 ?: a4 n h6 [, d - ti = Date.now();
' D9 t( r2 O7 K2 c% ^* l: O - if (k > 1.5) {! [6 z {/ V: l& ], N5 Y4 W2 a+ `
- k = 0;+ a( a1 D3 L& g" \' S4 u
- }' W" f1 U# \6 C& L( J9 ^
- setComp(g, 1);
7 M, c1 b& }5 ^8 O% d" q+ Q8 M - da(g);! c; Q8 U$ O/ @0 w5 l& k
- let kk = smooth(1, k);//平滑切换透明度& E3 t# n9 u5 Y4 E) n
- setComp(g, kk);
1 d0 _. F4 H! C# f7 o2 W6 g, w: X - db(g);
4 p, R1 m8 ~/ M$ Q - t.upload();
3 T" Y+ k- R1 o% ^2 X( ?& p8 Z - ctx.setDebugInfo("rt" ,Date.now() - ti);
/ e& h+ i% Y; |! c7 {$ |; z - ctx.setDebugInfo("k", k);5 Y6 ~$ a# B B' g) {
- ctx.setDebugInfo("sm", kk);
3 g: M! E: R7 c+ o - rt = Date.now() - ti;8 S! g; L/ Q: P% \, n
- Thread.sleep(ck(rt - 1000 / fps));, l$ O+ T1 T8 \
- ctx.setDebugInfo("error", 0)
8 A( P, _/ \5 n - } catch (e) {1 r" n9 K8 Z2 g
- ctx.setDebugInfo("error", e);9 D1 Z0 E9 T) u- C5 s- k& Q
- }5 w* y0 m: B+ ?
- }- p5 i$ Y5 D/ t- i
- print("Thread end:" + id);
+ M/ y! [' H- Z; d, l8 {1 ?0 n/ ] - }6 h( y, @5 H& W$ U+ ]$ T
- let th = new Thread(run, "qiehuan");
( W* S, Y+ [5 W0 h- |- H# B( _4 X - th.start();
4 k/ o4 t; w- ?! V/ c2 R2 ~2 ~ - }, z; \- O7 {4 H
% s0 O' K9 z$ q q a- function render(ctx, state, entity) { N- R( @2 H* E0 x# C& L
- state.f.tick();
+ ~8 S6 _9 X: e5 Q w - }
; y) y4 @1 F% p7 t4 M - 2 p+ }1 K% F' a6 I3 f+ }
- function dispose(ctx, state, entity) {+ `4 Y) z) V5 V# z
- print("Dispose"); S) I( _: n1 C( v: r1 B
- state.running = false;/ G! i# A. N9 _; G# F3 B
- state.f.close();8 V* W; J9 l9 C2 _" K0 [9 P5 f. c
- }
- _' ]$ N, [+ F3 l. I$ u: q
8 D/ K/ J' u4 |8 z. O) j- function setComp(g, value) {
- m \1 i4 w2 { - g.setComposite(AlphaComposite.SrcOver.derive(value));) }* {2 w" a B9 j
- }
复制代码 6 ?/ o9 \& s$ z8 o5 v; e: b# H! [/ h& 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。% o4 g+ {8 E2 Z% g' [9 C
5 }' ?& f' f4 @) ]& _" L1 ?5 \7 g3 i
9 P2 w8 o& M. [; s+ t/ z3 C顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)/ G* O2 o/ X- p! l. l, A3 u9 x
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