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( a2 d: q+ n( L j0 C, G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。" [1 A: F0 h' y' M& j3 F& _
- importPackage (java.lang);
& I( b* k8 t) ~( B, k$ }" v4 y/ L - importPackage (java.awt);
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- include(Resources.id("mtrsteamloco:library/code/face.js"));
) \$ p3 [% W0 r j: T5 V }
D3 G4 ]& o* p5 @- L0 X5 Y% m6 s9 S- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);; \" Q/ K+ g) y5 b! ~+ G) {9 l
" [" d9 R0 J% W8 y& D1 z8 m- function getW(str, font) {5 W+ V8 e2 u& N; ~' \8 ~- b
- let frc = Resources.getFontRenderContext();
y( m2 N4 U/ b* [ - bounds = font.getStringBounds(str, frc);
+ ^& b- b3 |( d$ Z7 d3 k) G# ^ - return Math.ceil(bounds.getWidth());
% z1 E/ d5 S9 j - }
: y5 A( h) \# _( N0 R- D
) z) }& D4 s2 q" M0 A* }. J$ N- da = (g) => {//底图绘制
! {: ^) j# x3 B8 E& o/ n - g.setColor(Color.BLACK);; r X1 Y& ~; I6 {' |' O
- g.fillRect(0, 0, 400, 400);
1 W# g9 I8 u# x! o! d6 ^ - }
" W) I0 Y. T6 @* \& d4 j" c' z7 t/ J - ) w8 p2 y9 o! X0 y
- db = (g) => {//上层绘制
7 g5 s) L6 [3 s/ g- E - g.setColor(Color.WHITE);7 ~" A% ~$ L# W
- g.fillRect(0, 0, 400, 400);/ m5 @% E1 r+ |5 E
- g.setColor(Color.RED);
Z1 Y& J0 j4 Z1 t' q% L2 W( [ - g.setFont(font0);: o( ^1 y: Y- ^0 ^+ {& B t
- let str = "晴纱是男娘";
6 l( F( }6 q+ @7 z, e7 F - let ww = 400;7 b3 f1 M; m, V! X! m1 W
- let w = getW(str, font0);
2 a @' e( _5 r0 d4 b; _3 W - g.drawString(str, ww / 2 - w / 2, 200);
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9 m1 R) \. y! Y% D2 Y0 u. ]9 c- const mat = new Matrices();
3 Y, L# c8 }- Y0 A/ w) S+ G. C& [ - mat.translate(0, 0.5, 0);3 D/ w* \) H* R: f! t' ?
, }/ U# ] g% B6 ~8 M- function create(ctx, state, entity) {
! ]+ g! ]4 L3 F1 Z7 G - let info = {0 G! [' L! O1 s' Z' B @
- ctx: ctx,# ?/ O3 `$ u0 e; z
- isTrain: false,8 e2 E9 @4 ?+ e$ r4 G
- matrices: [mat],
1 d# Q0 _0 P' u3 j - texture: [400, 400],3 d; m7 ^, _& Q9 x. n' t
- model: {
' O* G5 F4 g9 |" ? - renderType: "light",
8 |4 h+ e- \% G - size: [1, 1],4 j* E N( ~. X
- uvSize: [1, 1]7 X, p$ H2 A v
- }$ G" a1 i3 n/ [
- }- H* i* n- W; m7 j! m5 E
- let f = new Face(info);
+ B( h2 b* A) r( }* s) ] - state.f = f;
. Y2 s( U6 B0 d% B1 n: _
& c8 q3 H- `% h) `% o- let t = f.texture;0 ?- z- j0 E% ~0 X* l3 H( {0 w
- let g = t.graphics;9 }4 s. M1 X6 F! z" j7 y
- state.running = true;% n2 A' K2 F8 l7 O0 w" X( {
- let fps = 24;
! V1 ?# V# z% O; _" p# u - da(g);//绘制底图8 o. v% k' d. m
- t.upload();* q7 L0 o2 ]( u {" \1 Y# W
- let k = 0;! y3 Q' O6 a* S v% K
- let ti = Date.now();- F9 p) H# ]6 \3 _& W! z
- let rt = 0;
/ q! P/ p( A4 g6 j; h0 K" n# p: ~ - smooth = (k, v) => {// 平滑变化' i* C0 q8 f. O. E2 @: a
- if (v > k) return k;
3 B& F: S" U" M; D( G6 o - if (k < 0) return 0;8 c4 Y6 f6 Y# O. b2 g5 i
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
3 w. O: L, b8 x0 O9 {" } - }1 t, p* n/ r9 {; w ]! t
- run = () => {// 新线程
* f9 k* y; H" L* \ - let id = Thread.currentThread().getId();5 U* H# P& N V+ v/ V+ O' _. Z. a* |
- print("Thread start:" + id);
, t2 T& p$ Y! k - while (state.running) {2 f) v6 ~8 w1 K6 F0 A: X/ B
- try {
& H/ m9 d8 q0 E; W& F& K& S - k += (Date.now() - ti) / 1000 * 0.2;
5 I, o% R; Y8 \ - ti = Date.now();
* z6 ?4 i8 R$ L! ^. F [, _ - if (k > 1.5) {5 K! g! |5 F# p9 D# b; ^
- k = 0;
$ F' f/ z$ N. J - }. D: Q$ N) w% y* V9 Y# S( F
- setComp(g, 1);
9 \8 a# _/ s) H; p: W9 H0 A( N I - da(g);: n8 U: \; a" ~- O# N) z; z
- let kk = smooth(1, k);//平滑切换透明度
5 G$ m- O% h/ A+ b - setComp(g, kk);
3 P- ]6 Z% w; n - db(g);
r1 s. G; g2 f" w5 t% [# M+ F - t.upload();
! A3 Y6 s# x" {/ k8 r |+ ~& j - ctx.setDebugInfo("rt" ,Date.now() - ti);( n1 v8 S/ y* \+ O; {, B
- ctx.setDebugInfo("k", k);
; d, f ~/ T( ]: g/ k - ctx.setDebugInfo("sm", kk);1 H3 X. x3 V% f; u. {
- rt = Date.now() - ti;
1 c! @3 Y; X& f) u - Thread.sleep(ck(rt - 1000 / fps));
$ T9 [4 l; I& r# d; {0 f3 e T- }% x - ctx.setDebugInfo("error", 0)
3 f2 K1 q) U# l" L7 {' ]% J( B J - } catch (e) {6 O" n/ l( a% |# O: X( X. X
- ctx.setDebugInfo("error", e);
$ Y" K: f. ~! k3 m3 E: Z - }- X5 \6 U6 w4 W y8 @5 c
- }4 `5 `5 F/ H' L! Z% a: r
- print("Thread end:" + id);
+ k! |8 O" I! @& e' } - }
7 ]7 a5 N8 m5 B/ ~ W - let th = new Thread(run, "qiehuan");
0 L6 @3 q' \& j7 j; U - th.start();4 S" h1 m$ b; J3 O1 p/ @' u' r
- }4 B+ K6 ?+ a; z# P* |
7 x# ^9 P8 o( B$ B) V; i- function render(ctx, state, entity) {
2 _' ~' R8 I y2 F3 ~) `# a - state.f.tick();
( L8 m1 q1 g- y1 r: R - }- \$ z# j; W9 W, b( D
. U% C$ M8 a+ g- function dispose(ctx, state, entity) {
0 `! n: x' C% m$ |; z - print("Dispose");- j( c) D) R0 u& n6 t! n
- state.running = false;4 J' B8 _4 n& V) Q' A# M* b6 ]9 Y
- state.f.close();3 ?& H! r) v$ ~! a& e% s0 p
- }$ f! n2 r7 n) k' a. A+ w
- / y& @: t; x" M; L \
- function setComp(g, value) {2 D% q* e1 g6 q' G) ?" V( H8 G5 w9 g
- g.setComposite(AlphaComposite.SrcOver.derive(value));
- p# n$ ?( O1 j$ j! t% x - }
复制代码
$ m. b5 u) ?. J/ G2 J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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$ v+ _4 [& Y& r1 s3 ?) M. E* z% o- H( A2 g" h' G, p# q/ B; r! V
顺带一提,完成的时间挺短的,一次是 2 ms 左右(当前情况下) r5 h6 i' [2 R& w6 k
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