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7 h# }) T3 N# R! l, k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。+ I3 X+ z/ J; j1 V
- importPackage (java.lang);+ ]0 F8 g8 J; S W. Y0 x' r
- importPackage (java.awt);. j/ k" ^* l- b. s. i. g( ?
/ n& n9 v T- G7 `2 K2 l: b- include(Resources.id("mtrsteamloco:library/code/face.js"));* \& F0 R) q7 H: A0 |2 k5 @& E
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- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
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) h+ [2 a* _& i9 s- n- function getW(str, font) {
3 e3 j4 c$ z" ]4 n" D) F - let frc = Resources.getFontRenderContext();
( V( h' B) x, Q; p% v - bounds = font.getStringBounds(str, frc);! Z, R2 z8 ]5 A& L+ n
- return Math.ceil(bounds.getWidth());
( O+ g ^8 E1 w" c - }
9 m+ ]# S5 q$ Z
" V) Q/ }' N- @- da = (g) => {//底图绘制# J# o: f; z& X1 Q7 W5 ^: V
- g.setColor(Color.BLACK);4 j: b# E2 g6 D# P
- g.fillRect(0, 0, 400, 400);1 c1 R* z1 H" {+ [
- } \' D4 P5 B2 k9 }- Z/ d% a
- 4 g- U& h% t1 h! [
- db = (g) => {//上层绘制/ z$ W8 A6 H" {
- g.setColor(Color.WHITE);
5 R' q8 a7 _5 W* [7 V3 w! p - g.fillRect(0, 0, 400, 400);
8 J! k- O A) L m+ u$ a3 F2 h - g.setColor(Color.RED);
6 p1 a+ k& i2 T; r5 o- z - g.setFont(font0);4 E( H3 ~, n4 c( I
- let str = "晴纱是男娘";6 ?- y( L( K! u! E
- let ww = 400;
7 [1 J( w& ] r9 [8 D6 z* O - let w = getW(str, font0);4 R/ C! w' M1 W7 q
- g.drawString(str, ww / 2 - w / 2, 200);
( y4 k" `- E8 @ _ i0 [5 f# R) F - }+ s9 `1 l$ V w1 B! P
- + ?% a8 u/ \5 o: w4 R$ O
- const mat = new Matrices();
3 ?- D$ u2 u* F/ E" I) ?$ |( [; x - mat.translate(0, 0.5, 0);. P+ ]5 ~, \6 @5 z# l s
$ \' M) Q3 c9 l- function create(ctx, state, entity) {
~3 t- ^$ B; I( m - let info = {
* ` x! Z8 }- a$ } n - ctx: ctx,
. W- n9 c5 h; Q0 U9 _! n# A - isTrain: false,
$ x8 n% S3 K$ G$ T - matrices: [mat],
6 W5 z/ k, J }" ~2 u - texture: [400, 400],3 E' t' u D( n3 I5 a
- model: {
5 V: r1 ]2 t% z1 k' E - renderType: "light",3 H) {) G- }1 J
- size: [1, 1],
0 O7 q/ j3 r3 M, v- {/ O - uvSize: [1, 1]2 I( O7 Z- L, K# Y, A- t P
- }1 ]* J/ \; U6 c7 R+ q! u' H
- }1 x o }6 v; y9 \
- let f = new Face(info);
9 ~- Y3 E8 N- O8 T7 I - state.f = f;& U3 z5 {& k1 [5 O- s
- 3 P0 b, E. |+ m$ ]
- let t = f.texture;
6 K# e& T9 |- v2 Z - let g = t.graphics;
4 ^8 H' C5 [& c8 G) @ - state.running = true; z o- Y$ a7 Z6 s6 U) G
- let fps = 24;: T! k! l8 l* T y6 U5 ~7 B. C* j, s- u
- da(g);//绘制底图& `, |4 S% P6 Q: M: g* G
- t.upload();- e5 l7 W3 s. U: v4 X9 x
- let k = 0;8 [) B+ p4 |5 `. M8 w4 ]; f
- let ti = Date.now();
1 v8 b# k. z- X8 m5 L - let rt = 0;" Q4 o* L" M! Y, q9 F, A
- smooth = (k, v) => {// 平滑变化$ f) j' I. o, u/ [7 H7 W, u
- if (v > k) return k;
' Y c" t! F' {) F) C - if (k < 0) return 0;
* S, W. W0 t4 ?4 o" D% g9 N - return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;4 | p, j+ u' S- M
- }* _3 Q* ?9 w! b4 P) W+ u
- run = () => {// 新线程
$ L8 H& U/ p+ O5 G4 V" U - let id = Thread.currentThread().getId();$ c) H8 D4 n. o
- print("Thread start:" + id);# D' ~( |+ r7 ~- C& l& z6 j$ h9 J
- while (state.running) {* n- Q. g% }- I3 w2 J3 @
- try {
8 Y9 K, T7 h1 g2 | - k += (Date.now() - ti) / 1000 * 0.2;, m& s H# @' g, ?
- ti = Date.now();
+ P1 H; n8 O+ i, k - if (k > 1.5) {
, g8 _# o4 S# f8 y* ^% V+ x- ^ - k = 0;6 l" H* |6 e( l; {, J. C9 \
- }
1 H- y$ }0 c, V7 Q. Y& C - setComp(g, 1);
: ?' j8 i) k* [* ~/ m! h" F - da(g);, x& `$ z1 m" ^
- let kk = smooth(1, k);//平滑切换透明度6 S% w/ |' c+ E: W4 m
- setComp(g, kk);) H- `* S& l# k3 ]' s- [7 o
- db(g);
* D5 v) Z( O$ X: a9 `1 R- l - t.upload();
# Z0 A' B1 j: Q! ]4 A4 r - ctx.setDebugInfo("rt" ,Date.now() - ti);
, H1 z' o- N# \) X2 B6 C+ O9 S - ctx.setDebugInfo("k", k);
" q5 F. v0 t! y F8 D+ ], \# ^/ w - ctx.setDebugInfo("sm", kk);; W6 x1 K" Y% c, u
- rt = Date.now() - ti;
& I) B: {8 f0 ~ D3 v ^: I+ m - Thread.sleep(ck(rt - 1000 / fps));
8 o0 L A; j4 {' A5 e) G" } - ctx.setDebugInfo("error", 0)
* Q* p% D; r l! X$ ^- I) C - } catch (e) {
- f! ]9 i% M0 }& [& i( d: x& ^0 U - ctx.setDebugInfo("error", e);; }$ F6 T% Z8 t0 k) J
- }, @5 x+ ^) V1 d' s- S* I
- }3 i' F I! l( f. j$ ?0 [
- print("Thread end:" + id);
$ w- X5 }- R* T& ^2 @ - }
$ s$ V9 k" c/ k4 v" _ - let th = new Thread(run, "qiehuan");0 F, P. O9 [8 Q" _9 U1 c+ {; e0 N
- th.start();
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* V5 d! ~3 s& p% z9 r- function render(ctx, state, entity) {
; m* e0 B: ~* N- Q4 _1 a - state.f.tick();
% r% x+ L" Z: K; d9 D+ i2 m2 a2 G - }
9 D9 v' f$ u$ \4 j/ `; J( o
. s4 L& e6 U# o3 x% |% j3 `( c- function dispose(ctx, state, entity) {* l+ P0 o, O! b3 z; K: e
- print("Dispose");
' n$ M: v% k% }) m - state.running = false;
1 f2 _0 T9 y) Y7 h2 K6 w - state.f.close();
! ]( r& A0 R% y/ A5 c& m - }
3 }3 S' r; c: t0 u# X( }
; m0 h4 Z" W2 E/ V- t- function setComp(g, value) {* z8 [/ t7 B1 t; z( Z
- g.setComposite(AlphaComposite.SrcOver.derive(value));
^ I1 T1 V" C! z. }; \- x - }
复制代码 # Z$ [7 b9 H+ A# b) `# \9 [
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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