转自:http://blog.youkuaiyun.com/cen616899547/article/details/8148627
1.本节要点
本节主要基于粒子系统实现火焰视觉效果的模拟
2.新学习内容
1.SpriteParticleSystem的介绍,这个类是集成自ParticleSystem<Sprite]>的,从源码可以看出
- public class SpriteParticleSystemextends ParticleSystem<Sprite> {
- // ===========================================================
- // Constants
- // ===========================================================
- // ===========================================================
- // Fields
- // ===========================================================
- // ===========================================================
- // Constructors
- // ===========================================================
- public SpriteParticleSystem(final IParticleEmitter pParticleEmitter,final float pRateMinimum,final float pRateMaximum,final int pParticlesMaximum,final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager) {
- this(0,0, pParticleEmitter, pRateMinimum, pRateMaximum, pParticlesMaximum, pTextureRegion, pVertexBufferObjectManager);
- }
- public SpriteParticleSystem(finalfloat pX, finalfloat pY, final IParticleEmitter pParticleEmitter,final float pRateMinimum,final float pRateMaximum,final int pParticlesMaximum,final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager) {
- super(pX, pY, new IEntityFactory<Sprite>() {
- @Override
- public Sprite create(finalfloat pX, finalfloat pY) {
- return new Sprite(pX, pY, pTextureRegion, pVertexBufferObjectManager);
- }
- }, pParticleEmitter, pRateMinimum, pRateMaximum, pParticlesMaximum);
- }
- protected SpriteParticleSystem(finalfloat pX, finalfloat pY, final IEntityFactory<Sprite> pEntityFactory,final IParticleEmitter pParticleEmitter,final float pRateMinimum,final float pRateMaximum,final int pParticlesMaximum) {
- super(pX, pY, pEntityFactory, pParticleEmitter, pRateMinimum, pRateMaximum, pParticlesMaximum);
- }
- // ===========================================================
- // Getter & Setter
- // ===========================================================
- // ===========================================================
- // Methods for/from SuperClass/Interfaces
- // ===========================================================
- // ===========================================================
- // Methods
- // ===========================================================
- // ===========================================================
- // Inner and Anonymous Classes
- // ===========================================================
- }
public class SpriteParticleSystem extends ParticleSystem<Sprite> {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
// ===========================================================
// Constructors
// ===========================================================
public SpriteParticleSystem(final IParticleEmitter pParticleEmitter, final float pRateMinimum, final float pRateMaximum, final int pParticlesMaximum, final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager) {
this(0, 0, pParticleEmitter, pRateMinimum, pRateMaximum, pParticlesMaximum, pTextureRegion, pVertexBufferObjectManager);
}
public SpriteParticleSystem(final float pX, final float pY, final IParticleEmitter pParticleEmitter, final float pRateMinimum, final float pRateMaximum, final int pParticlesMaximum, final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager) {
super(pX, pY, new IEntityFactory<Sprite>() {
@Override
public Sprite create(final float pX, final float pY) {
return new Sprite(pX, pY, pTextureRegion, pVertexBufferObjectManager);
}
}, pParticleEmitter, pRateMinimum, pRateMaximum, pParticlesMaximum);
}
protected SpriteParticleSystem(final float pX, final float pY, final IEntityFactory<Sprite> pEntityFactory, final IParticleEmitter pParticleEmitter, final float pRateMinimum, final float pRateMaximum, final int pParticlesMaximum) {
super(pX, pY, pEntityFactory, pParticleEmitter, pRateMinimum, pRateMaximum, pParticlesMaximum);
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
2.在SpriteParticleSystem中引出了IParticleEmitter的概念,在AndEngine中,常用的几种粒子发射器有:
:圆环粒子发射器
PointParticleEmitter:点状粒子发射器
RectangleParticleEmitter:矩形例子粒子器
根据名称几可以大概知道发射出来的粒子形状
在本节当中主要使用到CircleParticleEmitter环形粒子源码如下:
- public class CircleParticleEmitterextends BaseCircleParticleEmitter {
- // ===========================================================
- // Constants
- // ===========================================================
- // ===========================================================
- // Fields
- // ===========================================================
- // ===========================================================
- // Constructors
- // ===========================================================
- public CircleParticleEmitter(finalfloat pCenterX, finalfloat pCenterY, finalfloat pRadius) {
- super(pCenterX, pCenterY, pRadius);
- }
- public CircleParticleEmitter(finalfloat pCenterX, finalfloat pCenterY, finalfloat pRadiusX, finalfloat pRadiusY) {
- super(pCenterX, pCenterY, pRadiusX, pRadiusY);
- }
- // ===========================================================
- // Getter & Setter
- // ===========================================================
- // ===========================================================
- // Methods for/from SuperClass/Interfaces
- // ===========================================================
- @Override
- public void getPositionOffset(finalfloat[] pOffset) {
- final float random = MathUtils.RANDOM.nextFloat() * MathConstants.PI *2;
- pOffset[VERTEX_INDEX_X] = this.mCenterX + FloatMath.cos(random) *this.mRadiusX * MathUtils.RANDOM.nextFloat();
- pOffset[VERTEX_INDEX_Y] = this.mCenterY + FloatMath.sin(random) *this.mRadiusY * MathUtils.RANDOM.nextFloat();
- }
- // ===========================================================
- // Methods
- // ===========================================================
- // ===========================================================
- // Inner and Anonymous Classes
- // ===========================================================
- }
public class CircleParticleEmitter extends BaseCircleParticleEmitter {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
// ===========================================================
// Constructors
// ===========================================================
public CircleParticleEmitter(final float pCenterX, final float pCenterY, final float pRadius) {
super(pCenterX, pCenterY, pRadius);
}
public CircleParticleEmitter(final float pCenterX, final float pCenterY, final float pRadiusX, final float pRadiusY) {
super(pCenterX, pCenterY, pRadiusX, pRadiusY);
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
public void getPositionOffset(final float[] pOffset) {
final float random = MathUtils.RANDOM.nextFloat() * MathConstants.PI * 2;
pOffset[VERTEX_INDEX_X] = this.mCenterX + FloatMath.cos(random) * this.mRadiusX * MathUtils.RANDOM.nextFloat();
pOffset[VERTEX_INDEX_Y] = this.mCenterY + FloatMath.sin(random) * this.mRadiusY * MathUtils.RANDOM.nextFloat();
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
3.内容初始化
这里要实现的东西很简单,只有一张图片,用作粒子系统用的
- private staticfinal int CAMERA_WIDTH =800;
- private staticfinal int CAMERA_HEIGHT =480;
- private Camera mCamera;
- private TiledTextureRegion mParticleRegion;
- @Override
- public EngineOptions onCreateEngineOptions() {
- // TODO Auto-generated method stub
- mCamera = new Camera(0,0,CAMERA_WIDTH, CAMERA_HEIGHT);
- EngineOptions mEngineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR,new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera);
- return mEngineOptions;
- }
- @Override
- public void onCreateResources(
- OnCreateResourcesCallback pOnCreateResourcesCallback)
- throws Exception {
- // TODO Auto-generated method stub
- BitmapTextureAtlas mTexture = new BitmapTextureAtlas(getTextureManager(),32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
- mParticleRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture,this, "particle_point.png",0, 0,1,1);
- mTexture.load();
- pOnCreateResourcesCallback.onCreateResourcesFinished();
- }
private static final int CAMERA_WIDTH = 800;
private static final int CAMERA_HEIGHT = 480;
private Camera mCamera;
private TiledTextureRegion mParticleRegion;
@Override
public EngineOptions onCreateEngineOptions() {
// TODO Auto-generated method stub
mCamera = new Camera(0,0,CAMERA_WIDTH, CAMERA_HEIGHT);
EngineOptions mEngineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera);
return mEngineOptions;
}
@Override
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback)
throws Exception {
// TODO Auto-generated method stub
BitmapTextureAtlas mTexture = new BitmapTextureAtlas(getTextureManager(), 32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
mParticleRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mTexture, this, "particle_point.png", 0, 0,1,1);
mTexture.load();
pOnCreateResourcesCallback.onCreateResourcesFinished();
}
4.构建场景
- @Override
- public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
- throws Exception {
- // TODO Auto-generated method stub
- Scene mScene = new Scene();
- CircleOutlineParticleEmitter mEmitter = new CircleOutlineParticleEmitter(CAMERA_WIDTH/2,CAMERA_HEIGHT/2,80);
- SpriteParticleSystem mParticleSystem = new SpriteParticleSystem(CAMERA_WIDTH/2, CAMERA_HEIGHT/2,
- mEmitter, 10, 200, 300, mParticleRegion, getVertexBufferObjectManager());
- mParticleSystem.addParticleInitializer(new ColorParticleInitializer(1,0,0));
- mParticleSystem.addParticleInitializer(new AlphaParticleInitializer(0));
- mParticleSystem.addParticleInitializer(new VelocityParticleInitializer(-2,2, -20, -10));
- mParticleSystem.addParticleInitializer(new RotationParticleInitializer(0.0f,360.0f));
- mParticleSystem.addParticleInitializer(new ExpireParticleInitializer(0,6));
- mParticleSystem.addParticleModifier(new ScaleParticleModifier(0,5,1.0f,2.5f));
- mParticleSystem.addParticleModifier(new ColorParticleModifier(0,3,1,1, 0,0.5f, 0,0));
- mParticleSystem.addParticleModifier(new ColorParticleModifier(4,6,1,1, 0.5f,1, 0,1));
- mParticleSystem.addParticleModifier(new AlphaParticleModifier(0,1,0, 1));
- mParticleSystem.addParticleModifier(new AlphaParticleModifier(5,6,1, 0));
- mScene.attachChild(mParticleSystem);
- pOnCreateSceneCallback.onCreateSceneFinished(mScene);
- }
@Override
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback)
throws Exception {
// TODO Auto-generated method stub
Scene mScene = new Scene();
CircleOutlineParticleEmitter mEmitter = new CircleOutlineParticleEmitter(CAMERA_WIDTH/2,CAMERA_HEIGHT/2,80);
SpriteParticleSystem mParticleSystem = new SpriteParticleSystem(CAMERA_WIDTH/2, CAMERA_HEIGHT/2,
mEmitter, 10, 200, 300, mParticleRegion, getVertexBufferObjectManager());
mParticleSystem.addParticleInitializer(new ColorParticleInitializer(1,0,0));
mParticleSystem.addParticleInitializer(new AlphaParticleInitializer(0));
mParticleSystem.addParticleInitializer(new VelocityParticleInitializer(-2, 2, -20, -10));
mParticleSystem.addParticleInitializer(new RotationParticleInitializer(0.0f, 360.0f));
mParticleSystem.addParticleInitializer(new ExpireParticleInitializer(0,6));
mParticleSystem.addParticleModifier(new ScaleParticleModifier(0,5,1.0f,2.5f));
mParticleSystem.addParticleModifier(new ColorParticleModifier(0,3,1, 1, 0, 0.5f, 0, 0));
mParticleSystem.addParticleModifier(new ColorParticleModifier(4,6,1, 1, 0.5f, 1, 0, 1));
mParticleSystem.addParticleModifier(new AlphaParticleModifier(0,1, 0, 1));
mParticleSystem.addParticleModifier(new AlphaParticleModifier(5,6, 1, 0));
mScene.attachChild(mParticleSystem);
pOnCreateSceneCallback.onCreateSceneFinished(mScene);
}
值得关注的是addParticleInitializer和addParticleModifier这两个函数,配合起来调整粒子集合的形状,颜色旋转,位移等
参数,呈现呈现出来的就是想要的火焰效果了;
http://download.youkuaiyun.com/detail/cen616899547/4733452
注意:源代码上有些地方比较旧,有不一致的地方,请以上面例子的代码为准!
最新经过修改的源代码:http://download.youkuaiyun.com/detail/cen616899547/4734139