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1 E- K7 p$ E# f' i5 R1 d, j( b3 s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。
" n; S0 b) n, Z' y7 z- importPackage (java.lang);
: e2 G/ L; G& j' H& ~: [ - importPackage (java.awt);: w) {7 S- O5 D- ^; b' e6 v: \) |# \
2 ^0 c6 r+ O+ d) l; a" g. p- include(Resources.id("mtrsteamloco:library/code/face.js"));7 y5 K! v% B) O! v* F3 \& @, ^6 B. S
- ) D1 \/ e* O5 Y& k. A) e% J
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);4 k- i/ V1 n# \# D) N
% ^6 p/ M5 W$ G% `# m2 U- function getW(str, font) {
+ v9 W2 ~! D% @( u - let frc = Resources.getFontRenderContext();
j& n& [) @4 `* e- {4 Q: s* t# B: T - bounds = font.getStringBounds(str, frc);4 ?" N0 E8 t0 s" D" X
- return Math.ceil(bounds.getWidth());
1 n5 h& L7 P" t9 z% c5 l5 Y - }
/ e0 ~1 r8 B6 r9 B - + _9 H1 d7 H( s+ ^% I3 U. z
- da = (g) => {//底图绘制/ [0 B6 L4 G/ r' H( i) h
- g.setColor(Color.BLACK);5 I3 r) _% z" [$ E' I( Q6 _
- g.fillRect(0, 0, 400, 400);$ J! v. ?( U/ q! P" U$ M& |
- }9 k+ r8 E) `; X, j6 P% P4 W
- ( w* q0 a8 g7 H1 w: {* e
- db = (g) => {//上层绘制
2 y F; a9 q$ L0 T, n - g.setColor(Color.WHITE);' k- @, M4 d4 T4 c4 n% z1 N
- g.fillRect(0, 0, 400, 400);( R) {: j' M1 C
- g.setColor(Color.RED);
, g% p, k( j2 \0 Y( r1 J - g.setFont(font0);
( ~/ ^3 `" U E - let str = "晴纱是男娘";
3 V6 w+ Z5 g" p4 O) c - let ww = 400;' |: _- p+ Y8 ^# x
- let w = getW(str, font0);' w! Y' d# c! F y- c
- g.drawString(str, ww / 2 - w / 2, 200);
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! d1 s. P6 u0 I; E- const mat = new Matrices(); v+ ?8 [ v7 {% b/ Z2 C
- mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {5 C5 C& a2 O0 i% r0 {2 L9 ]$ V% T; Q: C
- let info = {4 t9 I# r+ b. N7 }4 Y- z, J
- ctx: ctx,9 J% @- u% w! R1 }
- isTrain: false,
* @3 e1 j$ s! | - matrices: [mat],
# z1 |+ L; Q9 D: K3 z; F - texture: [400, 400],
5 L3 v: N+ O1 W, ~ - model: {6 q9 ]+ @3 q3 u, w. }1 Q' K
- renderType: "light",9 a1 u v0 q# S1 A0 _$ }9 ?
- size: [1, 1],
2 f. n5 E: t8 l- `, t - uvSize: [1, 1]
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- }4 [9 a* T. ~$ O3 [! Y# a. A& c
- let f = new Face(info);
, c7 i$ i: Y" \. Z$ T - state.f = f;
/ a2 ]7 q: ]5 K# a2 J - 7 S s9 {# b% V7 | L
- let t = f.texture;# ^" v4 d, O+ J# {
- let g = t.graphics;6 r9 Y7 k1 X$ J/ z& x
- state.running = true;
; X4 H+ R. L, u; x) t) Y) D" o1 |- Y - let fps = 24;! D' g& s0 s. }: p- s2 A' }
- da(g);//绘制底图
0 D* L$ M* E+ R ` - t.upload();8 o. G/ e0 p( f8 U
- let k = 0;2 c/ P8 E' V) R$ @
- let ti = Date.now();
8 O0 ]& D2 o+ | - let rt = 0;; J- g+ P6 X Y; X! k+ h8 a% r
- smooth = (k, v) => {// 平滑变化( |4 o" J# C. ^: [, N$ j1 ^: C
- if (v > k) return k;
5 B. C4 F; c" ~' b) m4 J - if (k < 0) return 0;
1 h. { A+ c! O4 h* X - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;, d: \) U( i% _0 R
- }, ?. o1 ~0 \! I: L( [, Z
- run = () => {// 新线程
; Q+ L( ?# ?/ n! i" Z5 A - let id = Thread.currentThread().getId();
6 J( J8 s z1 Y1 ]$ y- K# F7 q - print("Thread start:" + id);
. U3 I \7 ?8 N( T6 r2 u* o - while (state.running) {
* A% r) B2 m" `5 e3 C - try {- x) j0 ]6 [, A+ \
- k += (Date.now() - ti) / 1000 * 0.2;. l/ O- X* k% {
- ti = Date.now();4 A/ `& E% C+ D, P
- if (k > 1.5) {' Z, x1 d v6 T% ~; B; `& M
- k = 0;
* a0 z# p1 Q# d8 I& J/ c - }# _; W+ ^* v! j9 J* ?0 d
- setComp(g, 1);
2 x$ H. M5 F; ^4 h$ X* ?* R - da(g);6 l" L* t; X# i/ j* F
- let kk = smooth(1, k);//平滑切换透明度
2 ]2 G! [5 r6 b- J3 I) A - setComp(g, kk);
' |+ F, {# d$ E: @' o. _ - db(g);2 M, d2 D0 [1 x2 p. G+ d
- t.upload();
* c* s+ y: D0 O i7 I; l, O9 Y4 M+ B2 v - ctx.setDebugInfo("rt" ,Date.now() - ti);1 T) l- [6 a9 Y) G3 k% i4 i9 ^- x
- ctx.setDebugInfo("k", k);
8 f4 C% W" e! x: O - ctx.setDebugInfo("sm", kk);& T$ F" C% R/ X- g9 k
- rt = Date.now() - ti;! v9 k S5 x% F/ T0 u4 t5 g
- Thread.sleep(ck(rt - 1000 / fps)); D1 I+ u7 V. G* J% `
- ctx.setDebugInfo("error", 0)
7 {! y0 I" D$ S; r6 S5 z3 X - } catch (e) {! u- U# C6 P: z- l* w$ z
- ctx.setDebugInfo("error", e);
5 E q9 c7 g0 j - }
8 j% s4 m' m) e6 O - }, ?1 d9 V! X) b6 m7 v, b
- print("Thread end:" + id);
/ b9 B: F4 O# ]! K1 r J& S - }. j3 Z' H3 [$ |1 C! G8 K# r
- let th = new Thread(run, "qiehuan"); F& ~4 r: {1 `# B7 |5 f5 R) |
- th.start();( z8 G$ @6 \2 [$ k
- }5 c# g% S; y: T
- : f' k" D7 K( R0 W8 @
- function render(ctx, state, entity) {2 W+ t: ~/ H5 v% @! o5 L$ ]
- state.f.tick();
' S5 ]; q3 [6 ^8 X% s" A, V - }4 t2 u2 ^2 v0 e+ I5 U( F4 I
- , S9 F( R: \3 K3 a; E2 M1 B
- function dispose(ctx, state, entity) {; s- ?, ^. K" j G& h
- print("Dispose");
! p* S5 C1 S: D - state.running = false;
/ j- |2 N+ ~1 Y2 B7 W; y+ h* r - state.f.close();. Q6 i) [4 A' ~ W: z
- }! g$ A5 V) |' A
- % s4 q7 s: d% k2 Z% N: ^) c
- function setComp(g, value) {
, A: h M& X5 }7 D7 d - g.setComposite(AlphaComposite.SrcOver.derive(value));
- j2 _% z$ q- w- P& e' N" F. g - }
复制代码 " `9 y) P# W7 O
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) C) t: R% t+ P9 e+ }
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