Canvas 详解
这节我们来看一下 Canvas 的相关知识,官方文档有详细的功能说明,这里我们简要了解一下几个常用的功能
绘制文本、几何图形、位图
接口 | 功能 |
---|---|
drawText | 绘制文本 |
drawLine | 绘制连线 |
drawPath | 根据给定的Path,绘制连线 |
drawPoint | 绘制点 |
drawBitmap | 绘制位图 |
位置形状变换
接口 | 功能 |
---|---|
translate | 平移 |
scale | 缩放 |
rotate | 旋转 |
skew | 倾斜 |
clipXXX | 切割,参数指定区域内可以继续绘制 |
clipOutXXX | 切割,参数指定区域内不可以绘制 |
setMatrix | 通过矩阵实现平移、缩放、旋转等操作 |
爆炸粒子效果
简单实现一个爆炸粒子效果,使用相关功能,先上效果图
最后附上相关代码
package com.wuba.demo;
import android.animation.ValueAnimator;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import android.view.animation.LinearInterpolator;
import java.util.ArrayList;
/**
* Author silence.
* Time:2019-08-13.
* Desc:爆炸粒子动画效果
*/
public class CustomBoomBallView extends View {
private static final int IDLE = 0;//初始化状态
private static final int RUNNING = 1;//动画执行状态
private int mAnimStatus = IDLE;
private Paint mPaint;
private Bitmap mBitmap;//原图
private float mBallDiameter = 3;//粒子直径
private ArrayList<Ball> mBalls = new ArrayList<>();//保存粒子的集合
private ValueAnimator mAnimator;
public CustomBoomBallView(Context context) {
this(context, null);
}
public CustomBoomBallView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public CustomBoomBallView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
private void init() {
mPaint = new Paint();
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 8;
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.baybay, options);
initBalls();
mAnimator = ValueAnimator.ofFloat(0, 1);
mAnimator.setRepeatCount(-1);
mAnimator.setDuration(3000);
mAnimator.setInterpolator(new LinearInterpolator());
mAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
Log.d("tianzhao", "getDuration=" + animation.getCurrentPlayTime());
if (animation.getCurrentPlayTime() < 3000){
mAnimStatus = RUNNING;
updateBall();
invalidate();
} else {
initBalls();
invalidate();
animation.cancel();
mAnimStatus = IDLE;
}
}
});
}
private void initBalls() {
for (int x = 0; x < mBitmap.getWidth(); x++) {
for (int y = 0; y < mBitmap.getHeight(); y++) {
Ball ball = new Ball();
ball.color = mBitmap.getPixel(x, y);
ball.x = x * mBallDiameter + mBallDiameter / 2;
ball.y = y * mBallDiameter + mBallDiameter / 2;
ball.r = mBallDiameter / 2;
ball.vX = (float) (Math.pow(-1, Math.ceil(Math.random() * 1000)) * 20 * Math.random());
ball.vY = rangInt(-15,35);
ball.aX = 0;
ball.aY = 0.98f;
mBalls.add(ball);
}
}
}
private int rangInt(int i, int j) {
int max = Math.max(i, j);
int min = Math.min(i, j);
return (int) (min + Math.ceil(Math.random() * (max - min)));
}
/**
* 更新 ball 的位置和速度
*/
private void updateBall() {
for (Ball ball : mBalls) {
ball.x += ball.vX;
ball.y += ball.vY;
ball.vX += ball.aX;
ball.vY += ball.aY;
}
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.translate(300, 300);
for (Ball ball : mBalls) {
mPaint.setColor(ball.color);
canvas.drawCircle(ball.x, ball.y, ball.r, mPaint);
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
if (mAnimStatus == IDLE) {
mAnimator.start();
}
}
return super.onTouchEvent(event);
}
/**
* 粒子相关属性
*/
private static class Ball {
private int color;//粒子颜色
private float x;//圆心 x 坐标
private float y;//圆心 y 坐标
private float r;//粒子半径
private float vX;//水平方向 速度
private float vY;//垂直方向 速度
private float aX;//水平方向 加速度
private float aY;//垂直方向 加速度
}
}