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1 ^9 a9 T$ N. X" 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。
p# H+ O* R& {- S) Y- importPackage (java.lang);
% ^* q+ S) ?0 u, ] - importPackage (java.awt);" b6 k( Q( `4 T8 Y b
' `* T, _" c; z' y8 l- include(Resources.id("mtrsteamloco:library/code/face.js"));+ ^8 z, W$ g6 J7 Z5 z
3 v/ j7 f" L% x( G9 q, J& a- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);$ E9 e( `: M* h; ?0 r& l
- & a8 L5 C# E. Z6 P) B* A2 Y1 L; ^
- function getW(str, font) {3 g- l8 D9 K4 v+ \7 a
- let frc = Resources.getFontRenderContext();
* m& G& \0 n& ?5 A4 y, H - bounds = font.getStringBounds(str, frc);2 N7 d4 o* g V7 a3 `
- return Math.ceil(bounds.getWidth());
" [) G/ v: S, S1 U- X - }
! }, a, a, z/ k9 X! g) K - , ~5 Z" r5 Q& o+ _# `5 G
- da = (g) => {//底图绘制+ _. r$ g0 D- ^/ t z
- g.setColor(Color.BLACK);
" ^+ h+ y$ |* D - g.fillRect(0, 0, 400, 400);
% A5 g1 i. Z* X% ?$ j0 |( [ - }0 w Z1 _% `% t9 T. F( |4 U
1 d5 Y- G8 | w& v" ~- db = (g) => {//上层绘制$ N! ~% ]2 m3 n
- g.setColor(Color.WHITE);
3 T, W2 w- K" P, g/ F3 I - g.fillRect(0, 0, 400, 400);
/ D1 E7 z5 O! l- |: b) c - g.setColor(Color.RED);6 Z; t4 r: b4 `0 H+ l9 ?' I$ m
- g.setFont(font0);
# E. E; Z6 ~: \& B - let str = "晴纱是男娘";
8 F+ S- C- ~- F7 n/ x) t/ d - let ww = 400;
/ E( C/ Y: J" M U, s' r - let w = getW(str, font0);( ]0 U9 L4 z& k/ g3 v
- g.drawString(str, ww / 2 - w / 2, 200);1 @7 X. C2 }* ?5 g
- }
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- const mat = new Matrices();0 t; ^! t4 N$ p* g' {% d/ K9 ]
- mat.translate(0, 0.5, 0);0 L' c9 F) Z9 ?8 f
- 9 Q! z+ G( O1 X4 v& Y4 {
- function create(ctx, state, entity) {0 \+ |2 d- p/ B5 |
- let info = {; }8 ~4 P0 J2 F2 m
- ctx: ctx,0 h/ Q. ^( l# N% [5 w
- isTrain: false, U! c1 d& S1 E9 D* `
- matrices: [mat],9 i" I6 O4 a( m' u$ f, n
- texture: [400, 400],
$ `. g" x2 ]. \: T% l# [7 K6 ]! W- w - model: {
`# [7 ]& |. [! c; B6 l' Z - renderType: "light",% g; }& O% R: |6 [- _8 J- a: O, j
- size: [1, 1],
- x0 g' V7 j5 h1 M1 L' r - uvSize: [1, 1]
: y" c5 w. |: N; d ^7 d - }
& @3 p$ m& K! S7 J- S - }
$ R( j6 `5 ~, t M8 c' Z- e! V/ m - let f = new Face(info);% U8 {* b# s) G) s
- state.f = f;& D6 p* e) ^ I1 J; ]
- 1 z! Y- U+ v w7 P+ c+ a5 ~* U
- let t = f.texture;9 c' Z" f# q8 ?
- let g = t.graphics;
: D5 V: B$ ~9 n5 m - state.running = true;, a. i- `5 v6 L! a. w% I7 t7 V/ a
- let fps = 24;8 V( a( \( E8 Y e; E
- da(g);//绘制底图2 P* V/ ]8 ~1 h6 ^8 Z- v4 j$ X6 ]
- t.upload();( v0 E8 E8 a* `8 c
- let k = 0;
0 m5 G9 x8 Z& }# }% \$ [ - let ti = Date.now();
/ x: P4 ~/ u9 Z$ C5 K - let rt = 0;
9 r8 `* F0 n6 r7 V - smooth = (k, v) => {// 平滑变化+ Y+ t% J$ {) n+ [: G
- if (v > k) return k;! Y6 h9 ^& {4 o3 u
- if (k < 0) return 0;
+ ]; U' e/ o/ ?8 C - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;! S5 x0 b$ U# p3 l6 o
- }' i- U5 F8 i& B, i: m$ B P
- run = () => {// 新线程
6 `/ c- m) L# C# R O4 p8 {+ j - let id = Thread.currentThread().getId();2 h! o7 \# T; [0 z" o+ Q
- print("Thread start:" + id);$ b7 x+ J' m; f# \6 {: y! F# C: \
- while (state.running) {5 S+ H; [! e" Q2 ]: P
- try {
$ h2 X! c/ E8 h* i" E - k += (Date.now() - ti) / 1000 * 0.2;
& \- N' J9 y+ W) y( D7 w0 m& ] - ti = Date.now();% ~+ }( `* u1 s+ P8 t
- if (k > 1.5) {
' [. m/ ~' D$ f - k = 0;
m" l) V8 x* L' W' K7 B" g- a - }: r! Z$ p. ^. `# R; n! x5 m
- setComp(g, 1);
; X0 S- |; ^2 {0 W7 y - da(g);
5 S2 e$ ?% c8 k1 N- g - let kk = smooth(1, k);//平滑切换透明度0 T- L7 ?) N% k) u9 e% }, t; d
- setComp(g, kk);
1 C" N; t( R: c& L9 W - db(g);
# q+ a8 k1 V D; l2 h4 w - t.upload();. M3 u5 p# o M: F+ w
- ctx.setDebugInfo("rt" ,Date.now() - ti);$ y& k* }- v$ `/ G2 O Q
- ctx.setDebugInfo("k", k);
# a% h* n. \: L. i0 u, D - ctx.setDebugInfo("sm", kk);
. o' V P& N- \6 L. ~ - rt = Date.now() - ti;
O/ x, Z" C5 ^5 \. @ - Thread.sleep(ck(rt - 1000 / fps));3 b u, X8 h& k9 ^' n3 Z+ P R
- ctx.setDebugInfo("error", 0)3 A( G7 ~8 W( B, I6 |
- } catch (e) {" N) i0 r1 r! n
- ctx.setDebugInfo("error", e);9 _# E! }' o# F$ n
- }
3 P, s- J9 ?+ W+ L Q" [ - }+ @# G* `" n0 {+ W3 {
- print("Thread end:" + id);
# Y8 R7 P, p7 _) Y - }8 g; P+ T& C7 ~% C
- let th = new Thread(run, "qiehuan");& b: Y: y' R0 I7 d1 _/ M
- th.start();
3 D0 @1 C- I5 ?& N - }
! N# T# y0 g2 H7 U/ F8 ?9 w - $ S/ l2 J1 s4 z' ~2 T( {
- function render(ctx, state, entity) {3 A3 i7 B" k S% \' r9 J
- state.f.tick();
& w' I4 U9 `! f0 u1 x) O- b% a - }: H( @) E& i8 o
7 Z# Q" m! Z% f _9 q- function dispose(ctx, state, entity) {. c8 d, Q: D) n1 i0 }
- print("Dispose");
; A+ j0 J2 b2 H$ u - state.running = false;
& z, b& A9 ~: X7 T; K - state.f.close();3 W( X; ]) P* N9 Y
- }0 b) ^$ N% c1 p f- O- d4 G* z, Q
* p Q6 }/ u8 {0 Q9 X- function setComp(g, value) {
# r+ O6 H& y. k% K5 I - g.setComposite(AlphaComposite.SrcOver.derive(value));' f- z7 j7 C, J. c9 r5 z( g% F9 {
- }
复制代码 3 ^( h5 L. ]. C! x( Q7 t
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。
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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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