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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。- l5 m- J! G' b4 F# }1 _: Z7 B
- importPackage (java.lang);
2 v; c+ I; Y- t. D/ g! e - importPackage (java.awt);) O" L; Y5 l6 s- m$ w! L9 Z" G+ [
- 0 K# P5 K" x: c! w
- include(Resources.id("mtrsteamloco:library/code/face.js"));; T* P3 G }1 W* m, B
9 J: A: M, K0 y( b7 D! Z& K- const font0 = Resources.getSystemFont("Serif").deriveFont(Font.PLAIN, 80);
& Q, ?5 }7 B2 Y# T - + B7 r+ J' V o, S5 D7 D; w
- function getW(str, font) {
/ _4 o( B2 G- R, j! N% S, n! u R - let frc = Resources.getFontRenderContext();
5 d) ~3 |/ Q+ W) f# ]' u - bounds = font.getStringBounds(str, frc);& b- I$ W, r. \3 z B' g
- return Math.ceil(bounds.getWidth());
8 ~5 L* F. e- r k* v - }' }2 l9 B6 H9 T. f8 B
7 r8 n" A2 F7 V- da = (g) => {//底图绘制* Z" I, ~; I+ W. Y& }
- g.setColor(Color.BLACK);+ @4 v9 W% p' t- @% A( I1 U
- g.fillRect(0, 0, 400, 400);$ S0 d: V% [" \/ x
- }2 T/ b8 z) b6 E. o% G) j- s. t
1 Q$ t. m! X( C- db = (g) => {//上层绘制
: o5 H5 _: H* [# ^ - g.setColor(Color.WHITE);7 z Y8 U! v1 t i8 P! u. U
- g.fillRect(0, 0, 400, 400);
% r8 e1 u! x4 `: x; Q4 q( T - g.setColor(Color.RED);
6 B7 l- J( A3 \, d; |& e - g.setFont(font0);
: U5 g" R+ u. R* v1 [: t - let str = "晴纱是男娘";
5 f9 \8 ]- U, Z* L6 o, { - let ww = 400;: E& A4 ~1 _! W) V2 q
- let w = getW(str, font0);
- Y3 l- p. t4 l; N9 P' I+ I - g.drawString(str, ww / 2 - w / 2, 200);2 i7 E4 c/ Z* Z4 I
- }
% c% G* E$ ?5 r - 1 ^/ r# }: q0 n+ S: W) m* S
- const mat = new Matrices();2 n( H- D8 T5 O. o: j' h+ Y! q% i
- mat.translate(0, 0.5, 0); i' U+ _! {5 i- e7 \8 B6 o- R
4 z) _9 H7 U6 H- function create(ctx, state, entity) {$ ]8 T6 [( g/ d& ?
- let info = {3 a; O M$ p2 L: Z: A1 ~* Y& }# _- E
- ctx: ctx,/ Y1 E+ S$ j+ e( D2 {
- isTrain: false,; A* P) v, x# t9 D; X
- matrices: [mat],
. ^$ V- h( I8 P% G# f3 } - texture: [400, 400],8 W0 j- B! x' M; i
- model: {; Q( Z3 K, d: I$ ~ ?/ E- ~; B& c
- renderType: "light",
/ t5 L. s$ u% O+ z2 ~# U$ b( h9 e - size: [1, 1],
; g! B9 V9 N/ t; O% j- k8 B, z; o - uvSize: [1, 1]
/ \+ M" F1 C8 o - }
}& b+ F- |0 Y; @5 W - }
& V* q: E" x1 Z7 n1 I, T; } - let f = new Face(info);
/ U5 \( k% T6 a5 N - state.f = f;5 a, @& `4 A$ v8 h4 t: r0 N1 U8 C
a! |1 y6 p- w8 p+ f- let t = f.texture;
9 L' S# Q0 v( x$ |1 C8 E8 q - let g = t.graphics;
3 S% O; _( F% Z8 D5 V, ` - state.running = true;
0 {% E3 C. g0 }8 E - let fps = 24;. J0 y6 D" T- X( Y$ o- s
- da(g);//绘制底图3 P3 q: I. Z1 v- _
- t.upload();
; V7 C0 E8 F' F$ K E: V, R9 r - let k = 0;
+ a$ N( Y. O. o- @1 [* e - let ti = Date.now();
6 a A. A1 O" s1 p$ l$ F1 u8 t - let rt = 0;
3 _: f* H5 w# t - smooth = (k, v) => {// 平滑变化6 f) |6 d: J0 e# p3 [) r8 l. ~) n
- if (v > k) return k;$ m( \% G: V% u
- if (k < 0) return 0;1 a6 j3 M5 S8 k. V. P" e/ P9 F
- return (Math.cos(v / k * Math.PI + Math.PI) + 1) / 2 * k;
4 f# b) t2 p( x: [, [4 H7 Q0 ] - }- v1 X2 u4 y) p X8 y( x' Z
- run = () => {// 新线程! C4 P# l0 ]7 D, T2 T' b$ J& I
- let id = Thread.currentThread().getId();
7 X3 T: s% L+ \0 t- c - print("Thread start:" + id);
* U8 r& L$ W5 P' b5 v - while (state.running) {
3 n( H+ p; r( {0 w - try {
( M7 S E1 L g! B - k += (Date.now() - ti) / 1000 * 0.2;2 Q( r2 ^ O6 V5 a4 _* k3 c4 I
- ti = Date.now();
1 I! e, g- k$ L% n5 f8 R - if (k > 1.5) {9 n% J+ {( A9 H" C% `
- k = 0;
1 b% [2 V5 m: J9 } - }
2 f( Q! G1 u9 P: d5 h - setComp(g, 1);
4 s; x3 p8 z$ d& g' m l+ g' ]( P1 @ - da(g);) l4 Y! M: r1 p
- let kk = smooth(1, k);//平滑切换透明度5 C# D; G+ }5 D/ A* Y
- setComp(g, kk);& }5 l c+ Y3 N
- db(g);0 K+ a+ F0 E4 i- u2 l
- t.upload();
2 q" t3 z# e5 L9 ]/ N1 s - ctx.setDebugInfo("rt" ,Date.now() - ti);
2 Z6 @/ B4 @7 @ - ctx.setDebugInfo("k", k);
* D9 {) J- w1 K9 R - ctx.setDebugInfo("sm", kk);
5 S4 c) P" h' Q; A k - rt = Date.now() - ti;/ q* \( u7 h4 t3 F: J* {
- Thread.sleep(ck(rt - 1000 / fps));
! r( D! S0 B& h% R/ b6 l' O! W; U - ctx.setDebugInfo("error", 0)
1 K3 z0 O+ Z$ I0 n; `" E# R" V - } catch (e) {! ^7 Z, k- R9 V; f) s# L
- ctx.setDebugInfo("error", e);& o/ Z9 a2 |$ n5 b
- }6 E% V7 ^5 U" m' F* X+ V
- }- I1 d# X2 c I H
- print("Thread end:" + id);
- A) z$ |& `& t% p- m1 P8 }5 n - }
; M; w8 l9 k: a7 { - let th = new Thread(run, "qiehuan");* G* |: N9 X) O3 m4 E1 A8 d" h+ h
- th.start();% h& K; n! z* P* F0 m6 r" K
- }6 B- ^9 g( h p! h1 Z4 r" g3 _
- / F6 r4 S. `0 J1 D
- function render(ctx, state, entity) { o9 P7 u+ L# u! ~1 p9 Z
- state.f.tick();
2 F G3 n0 y8 n! O, [7 H - }
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- function dispose(ctx, state, entity) {
' @4 I* q# f$ {" s# j - print("Dispose");
8 c2 ^* g8 ^3 z; _7 t& g - state.running = false;+ J: U1 x% [. G8 b( d' J# w
- state.f.close();
9 K& P1 X; I7 a; D- i2 M7 o - }' h7 x: [. w" C5 j- ^( I& r
- ' |1 m: m+ Z" v# i4 @
- function setComp(g, value) {
% ~! p# I( y% P4 T, c2 D - g.setComposite(AlphaComposite.SrcOver.derive(value));9 S9 T( V5 a7 L9 z6 k; a
- }
复制代码 & F) A! M+ `, g4 N6 a
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。) W2 F; ]6 `8 `- a$ j5 h
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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): j2 B- o d) H1 d; a; f
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