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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。
+ C" z" M3 z. W8 P- g( a7 N2 p- f+ G4 h- importPackage (java.lang);
- W, A. c. l, z, r4 n3 x - importPackage (java.awt);
& P: L7 m+ }1 f% J& Q q
& D0 R- R. W O4 F! [- include(Resources.id("mtrsteamloco:library/code/face.js"));% @& Z# \' _% A
- ( f' d" c: i. W% s2 m
- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
* H; E8 x1 Z$ O8 K: y - # A8 T" O/ l, @, a) q
- function getW(str, font) {
% f/ W0 u: \" t, l" k6 w6 _( H - let frc = Resources.getFontRenderContext();4 f3 N0 Y) C D
- bounds = font.getStringBounds(str, frc);
# T/ O* r# m* i% y, \8 J - return Math.ceil(bounds.getWidth());) Y; Z' M1 n" X/ F F$ A1 N
- }
a' T) x: s1 {$ I - * N! _- l5 H0 I
- da = (g) => {//底图绘制
0 z+ ]# d9 w9 Y9 \5 _ D - g.setColor(Color.BLACK);0 x9 U% F/ \4 V" p, Z
- g.fillRect(0, 0, 400, 400);
2 Q- h! Q0 t8 W4 H# u - }2 e) b% _6 {& {; b1 v
- 0 K/ D. X. e! `" r
- db = (g) => {//上层绘制" x3 B, x# g8 w" l7 l; G
- g.setColor(Color.WHITE);
" g, p: z; t/ U - g.fillRect(0, 0, 400, 400);
* ?1 O N3 S; \. ]3 F4 E. f - g.setColor(Color.RED);
, A- U7 L3 x# Q6 w: L8 n( w - g.setFont(font0);! |: l# P5 L; J* E, T( o
- let str = "晴纱是男娘";
m) V% u6 ~3 o0 V4 ^3 H - let ww = 400;
' N% ?* P+ t# d2 C2 _+ e7 l" } - let w = getW(str, font0);. n& r3 ?/ X. b/ x4 Y" o+ [0 a1 f
- g.drawString(str, ww / 2 - w / 2, 200);0 W( r k% z5 O4 a8 Z
- }
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- const mat = new Matrices();
" W J1 K: R! ?2 l% O - mat.translate(0, 0.5, 0);2 W: m8 Z' l& o! i% e
" x" E7 A' Z; X- M/ g# a- function create(ctx, state, entity) {
; m# G l; C* z3 B - let info = {
1 E; Y! ^, B* r5 [ - ctx: ctx,
; I: H1 u& s# \" p, b/ j& O - isTrain: false,9 e) Y% `! `9 s5 @: w) o. j1 z
- matrices: [mat],
( t6 C! H* H" U( o - texture: [400, 400],
; z/ ]9 ~2 c9 G3 y! n+ ~2 \6 L - model: {* G ~3 y& z. K' f1 W
- renderType: "light",
. V0 M1 l$ T, @7 L/ n3 ^5 `6 E% r - size: [1, 1],8 H2 p( V/ l5 O- Z
- uvSize: [1, 1]
/ Z" G. M& D7 O, e- |0 n - }# g h% K3 i: | v3 ^2 |. b
- }
- _1 J! e6 V2 _5 \! s, p2 X8 n - let f = new Face(info);
3 u! Q7 t9 J5 m - state.f = f;5 Q! P1 ^! T$ G x
2 B3 i% i# j9 C4 O @6 j, G4 r- let t = f.texture;
& d. v/ `# I( t# B2 n2 j - let g = t.graphics;0 v1 y% N' a v
- state.running = true;4 v& v4 C* M& b& b
- let fps = 24;$ F1 E+ d C+ k$ x5 s; K
- da(g);//绘制底图5 M5 P% f" n+ a5 ~* E
- t.upload();
2 U1 f5 K, s& v: F7 v7 c - let k = 0; k2 {( c5 g, i4 F4 D, G! P
- let ti = Date.now();
4 ~0 z- P8 P7 ]4 ~! |1 J) U3 }) p+ C - let rt = 0;
$ Z4 }3 [6 Z! f/ P! q: O1 W - smooth = (k, v) => {// 平滑变化
; a# y' Z. R6 E) p - if (v > k) return k;+ k5 J4 f5 d2 C; M
- if (k < 0) return 0;
6 Q' r! {+ G# y2 }/ m. [( _ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
8 }4 p3 R+ N' x+ Y$ Q+ k - }" k3 V, ^$ v; u4 n! C& X
- run = () => {// 新线程
7 C9 }% z3 h- J8 g - let id = Thread.currentThread().getId();3 H& j% l$ x- m$ R; Q
- print("Thread start:" + id);
- D- o; c+ b5 y+ k - while (state.running) {( Z# W3 R) x; X# T% M# H
- try {
) |& P" l1 w& o - k += (Date.now() - ti) / 1000 * 0.2;! I) b! Z* s) q) z. D3 F
- ti = Date.now();
. g M d& n* ]2 T - if (k > 1.5) {
$ I4 N6 G, c. c9 R. n0 w/ F* [, }9 k - k = 0;
( W% M4 b2 o3 ~& N ^ I6 H8 G - }
4 S- U% ]$ k ^; e" B6 q4 w0 n7 o - setComp(g, 1);9 R; L2 r6 \( \4 ~" E3 C; s
- da(g);% g3 W/ l# @8 _
- let kk = smooth(1, k);//平滑切换透明度
) N3 V6 G+ L5 |8 c - setComp(g, kk);
( A( _. U/ R+ C6 \5 f - db(g);: m: `* Z1 g; V* V) `4 D
- t.upload();
; ?& b( R8 R! O5 }, @% H, J - ctx.setDebugInfo("rt" ,Date.now() - ti);8 ]) j* f; r( s9 ]; D
- ctx.setDebugInfo("k", k);
- m, @2 A2 J8 _- ^ - ctx.setDebugInfo("sm", kk);. B. G+ B6 G7 e0 Q
- rt = Date.now() - ti;' g% I5 o- S, g, ^$ C( c- u+ ]
- Thread.sleep(ck(rt - 1000 / fps));
; {8 }1 G& y) u: N - ctx.setDebugInfo("error", 0)$ m# }" Z' q% @* y! [# p2 g9 {
- } catch (e) {( Z! ~- h" P, b8 a* }2 z$ x
- ctx.setDebugInfo("error", e);
3 T6 i. U- i# C* d2 k - }4 X9 Y4 m: J& z7 q( W3 c k @
- }+ i5 ]8 \: Q% C+ R' |* i
- print("Thread end:" + id);
6 F& H; _2 x( T6 x6 V - }4 A" K. {! Z0 C5 e' z
- let th = new Thread(run, "qiehuan");
9 Y+ a( K' _% \0 c - th.start();: i! o8 t! w! h9 d2 y; K( T- t
- }& ]- G1 P$ N5 V9 ^" \, R) c( E
- $ ?) c! T. ]. G; q9 Y! w
- function render(ctx, state, entity) {( O5 i3 [% T# b$ W
- state.f.tick();' q2 D$ o/ W1 d, {* k$ E! l' @ [
- }
t' a9 H5 L T! C$ y! f3 `/ U' J - - s* J8 c9 y2 L
- function dispose(ctx, state, entity) {* M' b' k) V" n: [; M2 ]
- print("Dispose");" I. i$ q1 O3 h
- state.running = false;
( R( b4 ?; z4 }5 a1 [/ c( ]9 \ - state.f.close();% {, L# Y% {$ ^" T' z) ]- k1 D
- }
; I: p- I, {0 N4 I k/ t# _
" N' M8 X% H+ g* z- function setComp(g, value) {0 u" O; t! e p: r* V
- g.setComposite(AlphaComposite.SrcOver.derive(value));
1 ]1 H+ p/ |. V4 G( }0 d' P - }
复制代码
8 u' n5 A1 F* U3 d' J; 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。5 q% @# L. ~! S) t N5 I3 z$ Q
+ A' i. D, ~# @9 O: T8 a& e$ v& ?( X5 D' e
顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下)9 l4 S# ^ q4 X) X
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