焰火粒子系统

此效果类似放烟花的效果,粒子从一个以不同速度点向上喷出,达到最高点然后向下散落,和上一个小球的示例类似,两个线程进行控制,一个控制改变添加粒子和改变他们的轨迹,另一个线程不停地绘制屏幕元素。两者结合完成此效果。代码如下:

MainActivity:

package com.home.particle;

import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
import android.app.Activity;

public class MainActivity extends Activity {

	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		// 设置不显示标题
		requestWindowFeature(Window.FEATURE_NO_TITLE);
		// 设置全屏模式
		getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
				WindowManager.LayoutParams.FLAG_FULLSCREEN);
		ParticleView pv = new ParticleView(this);
		setContentView(pv);
	}
}

ParticleView:

package com.home.particle;

import java.util.ArrayList;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RectF;
import android.view.SurfaceHolder;
import android.view.SurfaceView;

/**
 * 试图类
 * 
 * @author Administrator
 * 
 */
public class ParticleView extends SurfaceView implements SurfaceHolder.Callback {
	public static final int DIE_OUT_LINE = 500;// 屏幕下边缘界限
	DrawThread dt;
	ParticleSet ps;
	ParticleThread pt;
	String fps = "FPS:N/A";// 帧速率

	public ParticleView(Context context) {
		super(context);
		this.getHolder().addCallback(this);
		dt = new DrawThread(this, getHolder());
		ps = new ParticleSet();
		pt = new ParticleThread(this);
	}

	@Override
	public void surfaceChanged(SurfaceHolder holder, int format, int width,
			int height) {

	}

	@Override
	public void surfaceCreated(SurfaceHolder holder) {
		// 启动线程
		if (!dt.isAlive()) {
			dt.start();
		}
		if (!pt.isAlive()) {
			pt.start();
		}
	}

	@Override
	public void surfaceDestroyed(SurfaceHolder holder) {
		dt.flag = false;
		dt = null;
		pt.flag = false;
		pt = null;
	}

	public void doDraw(Canvas canvas) {
		canvas.drawColor(Color.BLACK);// 清除屏幕
		ArrayList<Particle> particleSet = ps.particleSet;
		Paint paint = new Paint();
		for (int i = 0; i < particleSet.size(); i++) {
			Particle p = particleSet.get(i);
			paint.setColor(p.color);
			int tempX = p.x;
			int tempY = p.y;
			int tempRadius = p.r;
			RectF oval = new RectF(tempX, tempY, tempX + 2 * tempRadius, tempY
					+ 2 * tempRadius);
			canvas.drawOval(oval, paint);// 绘制椭圆粒子
		}
		paint.setColor(Color.WHITE);
		paint.setTextSize(18);
		paint.setAntiAlias(true);
		canvas.drawText(fps, 15, 15, paint);// 绘制帧速率
	}
}

DrawThread:

package com.home.particle;

import android.graphics.Canvas;
import android.view.SurfaceHolder;

/**
 * 绘制屏幕的线程
 * 
 * @author Administrator
 * 
 */
public class DrawThread extends Thread {
	ParticleView pv;
	SurfaceHolder holder;
	boolean flag;
	int sleepSpan = 15;
	long start = System.nanoTime();
	int count = 0;// 记录帧数,该变量用于计算帧速率

	public DrawThread(ParticleView pv, SurfaceHolder holder) {
		this.pv = pv;
		this.holder = holder;
		this.flag = true;
	}

	@Override
	public void run() {
		Canvas canvas = null;
		while (flag) {
			try {
				canvas = holder.lockCanvas(null);
				synchronized (holder) {
					pv.doDraw(canvas);
				}
			} catch (Exception e) {
				e.printStackTrace();
			} finally {
				if (canvas != null) {
					holder.unlockCanvasAndPost(canvas);
				}
			}
			this.count++;
			if (count == 20) {
				count = 0;
				long tempStamp = System.nanoTime();
				long span = tempStamp - start;
				start = tempStamp;
				// 计算帧速率
				double fps = Math.round(100000000000.0 / span * 20) / 100.0;
				pv.fps = "FPS:" + fps;
			}
			try {
				Thread.sleep(sleepSpan);
			} catch (InterruptedException e) {
				e.printStackTrace();
			}
		}
	}

}

ParticleThread:

package com.home.particle;

import java.util.ArrayList;

/**
 * 添加粒子和改变轨迹的线程
 * 
 * @author Administrator
 * 
 */
public class ParticleThread extends Thread {
	boolean flag;// 线程执行的标志
	ParticleView father;// ParticleView对象的引用
	int sleepSpan = 80;// 线程休眠时间
	double time = 0;// 物理引擎的时间轴
	double span = 0.15;// 每次计算粒子位移的时间间隔

	public ParticleThread(ParticleView father) {
		this.father = father;
		this.flag = true;
	}

	@Override
	public void run() {
		while (flag) {
			father.ps.add(5, time);// 每次添加5个粒子
			// 获取粒子集合
			ArrayList<Particle> tempSet = father.ps.particleSet;
			int count = tempSet.size();
			// 遍历粒子集合修改其轨迹
			for (int i = 0; i < count; i++) {
				Particle particle = tempSet.get(i);
				// 计算从程序开始到现在经过的时间
				double timeSpan = time - particle.startTime;
				// 计算x坐标
				int tempx = (int) (particle.startX + particle.horizontal_v
						* timeSpan);
				// 计算y坐标
				int tempy = (int) (particle.startY + 4.9 * timeSpan * timeSpan + particle.vertical_v
						* timeSpan);
				if (tempy > ParticleView.DIE_OUT_LINE) {// 如果粒子超过屏幕下边缘
					tempSet.remove(particle);// 移除
					count = tempSet.size();// 重设置粒子个数
				}
				// 修改粒子坐标
				particle.x = tempx;
				particle.y = tempy;
			}
			time += span;// 将时间延长
			try {
				Thread.sleep(sleepSpan);
			} catch (Exception e) {
				e.printStackTrace();
			}
		}
	}
}

Particle:

package com.home.particle;

/**
 * 粒子实体类
 * 
 * @author Administrator
 * 
 */
public class Particle {
	int color;// 颜色
	int r;// 半径
	double vertical_v;// 垂直速度
	double horizontal_v;// 水平速度
	int startX;// 初始x坐标
	int startY;// 初始y坐标
	int x;// 实时x坐标
	int y;// 实时y坐标
	double startTime;// 起始时间

	public Particle(int color, int r, double vertical_v, double horizontal_v,
			int x, int y, double startTime) {
		this.color = color;
		this.r = r;
		this.vertical_v = vertical_v;
		this.horizontal_v = horizontal_v;
		this.startX = x;
		this.startY = y;
		this.x = x;
		this.y = y;
		this.startTime = startTime;
	}
}

ParticleSet:

package com.home.particle;

import java.util.ArrayList;

import android.graphics.Color;

/**
 * 负责管理和添加粒子对象
 * 
 * @author Administrator
 * 
 */
public class ParticleSet {
	ArrayList<Particle> particleSet;// 存放粒子对象的集合

	public ParticleSet() {
		particleSet = new ArrayList<Particle>();
	}

	/**
	 * 向粒子集合添加指定个数的粒子对象
	 * 
	 * @param count
	 * @param startTime
	 */
	public void add(int count, double startTime) {
		for (int i = 0; i < count; i++) {
			int tempColor = this.getColor(i);
			int tempR = 1;
			// 随机产生粒子竖直方向的速度
			double tempv_v = -30 + 10 * (Math.random());
			// 随机产生粒子水平方向的速度
			double tempv_h = 10 - 20 * (Math.random());
			int tempX = 260;
			// 随机产生粒子Y坐标,90~100之间
			int tempY = (int) (100 - 10 * (Math.random()));
			// 创建粒子对象
			Particle particle = new Particle(tempColor, tempR, tempv_v,
					tempv_h, tempX, tempY, startTime);
			particleSet.add(particle);// 加入集合
		}
	}

	/**
	 * 根据索引得到不同的颜色
	 * 
	 * @param i
	 * @return
	 */
	public int getColor(int i) {
		int color = Color.RED;
		switch (i % 4) {
		case 0:
			color = Color.RED;
			break;
		case 1:
			color = Color.GREEN;
			break;
		case 2:
			color = Color.YELLOW;
			break;
		case 3:
			color = Color.GRAY;
			break;
		}
		return color;
	}
}

附上一张图片:





  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值