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" M! N3 ?2 k; `+ M; x" e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。
4 H% O% \7 N5 ?3 q- importPackage (java.lang);
. L% p4 P8 t9 W1 [4 A7 j# l1 ` - importPackage (java.awt);
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! s% \/ _: }) O0 k2 S- include(Resources.id("mtrsteamloco:library/code/face.js"));
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" J" \, Y2 _4 l7 [" n8 h- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);, e. `5 m# a. m) S! [; v. I
+ ~1 P5 h# K. c1 p5 q8 \- function getW(str, font) {/ M& {5 M/ _# U2 r l$ P
- let frc = Resources.getFontRenderContext();
1 Q% u) U+ O% }+ [0 U/ d# ] - bounds = font.getStringBounds(str, frc);' n- ^" U$ L/ c- V G7 n
- return Math.ceil(bounds.getWidth());; V( e8 u) h9 L
- } R) [6 G' \9 j( z/ I
- ( M* _# p" O+ U
- da = (g) => {//底图绘制4 R5 a* ] i' E7 n o N: R
- g.setColor(Color.BLACK);
6 D+ s" t0 Y8 Z; q. | - g.fillRect(0, 0, 400, 400);
' I0 F0 M: Y" }& t P - }, V# W% h- D8 l2 B, q, ~# y d: A
7 o9 H, {$ S% T- B- db = (g) => {//上层绘制
( l3 B3 s: t. d- F4 f$ q - g.setColor(Color.WHITE);
+ W2 r0 z/ B. s/ k$ ^2 E - g.fillRect(0, 0, 400, 400);
3 L6 h* U% K2 b - g.setColor(Color.RED);
" K8 B/ i" ?; f - g.setFont(font0);1 V! c7 j W' t7 D
- let str = "晴纱是男娘";
+ U, _. v* I+ N1 J# h - let ww = 400;
( G( d, V" `+ P( k& Y# R - let w = getW(str, font0);
6 n! o% i+ L8 W ~) I4 [! ^3 a3 g3 X - g.drawString(str, ww / 2 - w / 2, 200);
0 U! I9 y& {$ ^& {7 T. e. H - }+ i1 O2 I4 g3 @) X
- 7 x3 a" M2 D# v0 D! {7 e
- const mat = new Matrices();
h$ o% i5 F2 P( c) p4 G. B - mat.translate(0, 0.5, 0);5 Z* W6 Y* b0 h" d" z
5 t; J; n5 `; f9 ^2 L- function create(ctx, state, entity) {; ]! D- N" t- j2 o$ d
- let info = {( N4 O) D4 G9 P0 R
- ctx: ctx,( N8 j- [7 j# h, L' H
- isTrain: false,
) b1 }- m3 ~% l2 B+ P. [ - matrices: [mat],! ^) d. Q& X3 i$ {& b6 Z( B; f
- texture: [400, 400],: [/ T5 u. U6 d- A& W
- model: {# [+ h# h/ `$ h
- renderType: "light",
% |& y) e; K w- D, J# c2 S6 q - size: [1, 1],! j2 F: t8 b8 f+ B
- uvSize: [1, 1]
3 Q A% p [6 f4 W# b9 P - }
; W3 h% R( e( X+ C: M& O - }
2 m9 |3 u3 i- p% n - let f = new Face(info);
' }/ m0 l* f7 c( R - state.f = f;
/ E# z9 v M, l w0 T9 ~9 { - $ t H* g" h8 X3 R
- let t = f.texture;( m$ Z0 I8 g8 B9 \
- let g = t.graphics;' b1 |3 e- Y# Y: _$ e& R
- state.running = true;
* d3 G# w2 `8 s - let fps = 24;: w! ]4 t% }: H8 i$ S
- da(g);//绘制底图
: a* d, H4 o/ v$ j - t.upload();
4 G. E4 _- E9 O M - let k = 0;
1 O& E$ n7 K; o+ M ]' C/ ]4 B - let ti = Date.now();
1 ?4 d5 e, M! ^* i, c - let rt = 0;' `6 J# W. G/ z6 e3 P" K+ M/ G
- smooth = (k, v) => {// 平滑变化7 v; z; S7 Z6 C
- if (v > k) return k;* K3 s0 }+ i% E# Q- ^
- if (k < 0) return 0;1 N+ \0 l+ j) ?+ E$ o/ m
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
2 w D. X! s. v8 G4 r2 s - }
9 A# T2 O$ K* w$ _ q8 f - run = () => {// 新线程
9 N, G5 [5 w, ]: P7 l y8 { - let id = Thread.currentThread().getId();( r7 x5 Y, W1 I* _; y$ e
- print("Thread start:" + id);
1 U2 u. F% i' u# L0 Y5 A0 u" T" | - while (state.running) {
& w3 V+ \" i' j y3 ^% V - try {& ]; s7 k4 t. b& a! f# |" {
- k += (Date.now() - ti) / 1000 * 0.2;1 S/ d* D" C- _ h/ t
- ti = Date.now();# L# {* ]( t; H
- if (k > 1.5) {* T5 E' r* x- P7 R+ c6 j) a
- k = 0; ~+ p: x$ A1 \1 R, G( @: ^
- }
3 C9 s: H3 m c4 z) s6 Y8 _! p - setComp(g, 1);
, Y" G6 ~+ t9 T' c. g4 ^ - da(g);
$ x8 h# x4 \" _" `6 B, o% U3 ` - let kk = smooth(1, k);//平滑切换透明度
9 y8 O B, [9 G9 c3 q- d - setComp(g, kk);* t! _5 E4 ~8 P! _9 x) `8 @
- db(g);3 E0 h# Z( U6 l3 y; P
- t.upload();
1 ?! x" ^) c9 S* Y - ctx.setDebugInfo("rt" ,Date.now() - ti);3 J! n" P) W, H0 H* Y8 J
- ctx.setDebugInfo("k", k);+ Y4 f9 G* f# \" ]& G
- ctx.setDebugInfo("sm", kk);
; e. E1 A/ ?, z% r7 ` - rt = Date.now() - ti; C' V& a/ ?0 X- e7 q$ a
- Thread.sleep(ck(rt - 1000 / fps));
, Y7 V9 h, E! V0 ]; }: ~$ ^ - ctx.setDebugInfo("error", 0)
( n) i) G0 s& Q& [! v - } catch (e) {) y* e8 d4 A" M h
- ctx.setDebugInfo("error", e);
( `: D9 }" @! O - }
! V+ f3 j7 [9 k2 D: O( R) m - }
. e: [+ _- G8 I) M$ J# Y7 j: v - print("Thread end:" + id);
& k, A9 V* |$ t" N - }
* c9 z4 w0 X8 h - let th = new Thread(run, "qiehuan");2 L+ }8 Z" Y3 V g
- th.start();! e$ g* N( g$ m3 b M" S. n" w1 C; L
- }
: R: T6 @$ g1 m9 y$ F2 o9 W- z% ] - " W, ]8 s2 S" l2 {
- function render(ctx, state, entity) {
, Z1 s6 ]0 i) L3 s4 b( _ - state.f.tick();
# [8 b0 W* [! P" r - }
; ]& H! f: K$ i0 r% _
( N1 I- O2 t+ F7 G6 e# P2 V- function dispose(ctx, state, entity) {
! d" i2 i6 _5 Z: ~* x - print("Dispose"); k) V& v& d' s+ S: S# L: B
- state.running = false;: n- @ S7 v8 t) y# I# r' Z' e
- state.f.close();
* j1 K& S% g9 e4 Q+ V5 ?5 S - }% m% ? o: Y6 s( c7 L
- c% p H" s3 `; i/ N' t' r- |$ w9 k
- function setComp(g, value) { \! K7 i$ g5 {& _$ i9 T% a" {3 {
- g.setComposite(AlphaComposite.SrcOver.derive(value));9 _' V9 F" E6 \$ L
- }
复制代码 ; D3 Z& ?2 Q- [/ X
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。
( o2 r2 Y. U4 y7 U8 T1 K: A! @. |+ b7 j |/ ^
* C5 F0 {% r% Q7 F) t& ]' b3 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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