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- P( r2 {0 K# c3 H% O& L0 t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。
, g, B6 P% d5 D3 |0 A- importPackage (java.lang);
: W8 u* f/ L9 ? T+ N' O8 D - importPackage (java.awt);" }) v! A6 I* R) v1 Q; S
- . @$ z# e" ?4 L/ ?1 Z/ C
- include(Resources.id("mtrsteamloco:library/code/face.js"));
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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5 m) r) J |& n: T0 b- function getW(str, font) {
+ U0 I' h: c* v% o - let frc = Resources.getFontRenderContext();! W( J: k" n' S" I- o# J
- bounds = font.getStringBounds(str, frc);
8 x1 f8 `! W" V# x, B1 m$ [3 Q; O - return Math.ceil(bounds.getWidth());9 s$ j! K1 y# `4 y
- }
+ a- n) A# u* D2 }" X2 y% v9 A+ l
4 f9 ] B% r, d4 [# |. c/ Z- da = (g) => {//底图绘制0 j5 |7 N- b" _1 n
- g.setColor(Color.BLACK);
g% V$ }3 Y4 A4 k* t/ k5 ^ a - g.fillRect(0, 0, 400, 400);6 N, W1 m. {2 C F9 P# `! l
- }
. v$ {& M* d# o9 w- x' w8 [ - 6 P) E* X$ ^& j. \- X
- db = (g) => {//上层绘制
|/ V6 }+ b) r8 r& a) m - g.setColor(Color.WHITE);
) B, C3 o3 K" i( S8 K" S& h2 f - g.fillRect(0, 0, 400, 400);
& u1 b$ K: G1 { K* V - g.setColor(Color.RED);
8 V4 V0 a/ B) p4 K$ K/ p$ e - g.setFont(font0);
+ F+ _$ ^' r" ]" s- A - let str = "晴纱是男娘";
5 ~& J; ]8 C& {3 G& x! Y( J8 l( U9 n - let ww = 400;
2 `5 U4 R$ E& t# m) k; Z - let w = getW(str, font0);
! N0 [; m4 J. d2 ]& ~0 [0 F - g.drawString(str, ww / 2 - w / 2, 200);
+ Q$ w# N: P: @, B5 ?( _* K - }
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: p$ x9 | B1 r' B# Q1 a7 G- const mat = new Matrices();
4 C3 l6 L8 I+ K. p8 j& M - mat.translate(0, 0.5, 0);
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- function create(ctx, state, entity) {
# p" O8 t, H& Y8 y - let info = {6 x- R4 n7 ?% V3 k
- ctx: ctx,' |8 z" o {9 X, M" ]+ J) Z) J M. C
- isTrain: false,, l% A. Y( a( {& p
- matrices: [mat],( B+ w$ E- M! F2 v; F0 b
- texture: [400, 400],
- G# z9 h, L* J2 U5 O* _% G - model: {( W1 g( n, k* T% F6 _: |
- renderType: "light",9 A3 `4 V" r! P$ j. m
- size: [1, 1],
5 E5 X" ?6 ^, [7 X. h. u e - uvSize: [1, 1]
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- }
# [! E: O: q$ E3 H. `; ~- y - let f = new Face(info);
# C2 c9 X6 d6 F" s6 x& O/ E8 Z! s, M - state.f = f;
- e9 V, p" Y. b: ?# T
' L G6 ]; R% k2 K% q, D: l( x9 M Y- let t = f.texture;
: a& w0 F& M0 u1 {3 b, } - let g = t.graphics;: i/ u/ V# o( K# Z5 R/ `) H: e+ F
- state.running = true;; U) @9 M, D7 A
- let fps = 24;
! I7 `& e5 \& f) u" u5 r - da(g);//绘制底图
: e! G* [ u9 p# @1 X& { - t.upload();
: g3 k: H7 T+ n, v: S! b - let k = 0;4 ~' z- I. T: j- }6 d$ @9 G' }
- let ti = Date.now();
2 {- \8 e" C: A* }. t - let rt = 0;
& R! o* C- y- w% m - smooth = (k, v) => {// 平滑变化
0 Y5 M( ^& v' E- i$ r7 q+ y% x - if (v > k) return k;
/ I7 S' ^) c$ | - if (k < 0) return 0;
n& D0 }% j) @ - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;% V6 P2 e ~$ n- z( |! j0 H
- }' A' n/ F; p0 e; p: M* A1 S3 p
- run = () => {// 新线程
3 `8 |8 ?7 _$ H8 u" M$ { - let id = Thread.currentThread().getId();7 z& X( c! m1 Q* X
- print("Thread start:" + id);
r1 Z8 _% i1 q" w9 ^6 C1 j6 s% k - while (state.running) {
$ W, q1 e7 @; X; H& ? - try {
+ \, T9 y4 d+ L9 f; h - k += (Date.now() - ti) / 1000 * 0.2;# x7 a8 a5 _: O$ _
- ti = Date.now();
+ r4 {. n( q6 g6 s" k( f* l" ? - if (k > 1.5) {: |$ p# A- e; p, e2 ]6 A
- k = 0;$ F0 L0 u; |2 f! g; Q0 p9 S
- }3 B" c" F( Y! a5 m6 b0 H2 K& t
- setComp(g, 1);
: N0 Z3 _3 J4 T! E( |$ G - da(g);
- R- r" J7 H2 `' }* s - let kk = smooth(1, k);//平滑切换透明度
# P1 r6 `$ Z1 A$ d - setComp(g, kk);* Z; \: L% X' v. ^
- db(g);
1 H" a+ w5 S. x4 d - t.upload();, A4 `! H+ f9 F: t& V5 k
- ctx.setDebugInfo("rt" ,Date.now() - ti);
2 p& ], }0 w1 c/ E8 R - ctx.setDebugInfo("k", k);# [& r0 }3 T, c
- ctx.setDebugInfo("sm", kk);
3 p! g7 o( O- Y - rt = Date.now() - ti;! W3 j2 _9 t3 i1 f1 H
- Thread.sleep(ck(rt - 1000 / fps));# ^' e, y( \% \" I& w& j
- ctx.setDebugInfo("error", 0)
9 Z% q9 ?2 j/ C8 s) V" J - } catch (e) {! x3 _* q( T$ t
- ctx.setDebugInfo("error", e);! ?# w2 ~7 T2 U v0 g" l
- }3 b0 A- b& a' T/ d# J0 [/ T( Z
- }5 ^/ Q7 \: b# [) l* d+ B
- print("Thread end:" + id);
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- let th = new Thread(run, "qiehuan");' U4 _4 K7 J; I! u' @3 ^
- th.start();
% s: `8 j: ~+ Z! S; f1 ] - }4 p$ c2 G9 G R B, n" j; m# N @3 V
$ [( U8 E. _. H9 o0 U- t( r+ ]8 O- function render(ctx, state, entity) {3 M& N8 Q' ?' M: v. m# m4 N
- state.f.tick(); [1 L3 L8 J2 A; m4 q3 x! M! G; ?% z
- }7 M8 Q9 s: R; u
9 w8 Y# d( T* V- |! d- function dispose(ctx, state, entity) {& @. o* g1 T- f; v( e1 J
- print("Dispose");( W, F* L2 Y+ n7 p+ V
- state.running = false;
2 Z! z& g. ?0 `- u5 E - state.f.close();
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' s) K* M0 f8 D' H7 m0 y- function setComp(g, value) {
1 s" _* ^. \, a( }) R+ I - g.setComposite(AlphaComposite.SrcOver.derive(value));( d# n; v- T. ]4 Q
- }
复制代码
% ]& R" q! u; u' k* h; 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。
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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): m6 V6 T6 I' B+ B% a5 {+ {; g2 U# R
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