Andengine粒子发射器学习总结

1:圆形的粒子发射器:用手触时,可以 产生相应的圆形的粒子发射器并实现火焰燃烧的效果:下面是一个简单的DEMO:

package org.andengine.examples;

import org.andengine.engine.camera.Camera; import org.andengine.engine.options.EngineOptions; import org.andengine.engine.options.ScreenOrientation; import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.andengine.entity.particle.SpriteParticleSystem; import org.andengine.entity.particle.emitter.CircleOutlineParticleEmitter; import org.andengine.entity.particle.initializer.AlphaParticleInitializer; import org.andengine.entity.particle.initializer.BlendFunctionParticleInitializer; import org.andengine.entity.particle.initializer.ColorParticleInitializer; import org.andengine.entity.particle.initializer.RotationParticleInitializer; import org.andengine.entity.particle.initializer.VelocityParticleInitializer; import org.andengine.entity.particle.modifier.AlphaParticleModifier; import org.andengine.entity.particle.modifier.ColorParticleModifier; import org.andengine.entity.particle.modifier.ExpireParticleInitializer; import org.andengine.entity.particle.modifier.ScaleParticleModifier; import org.andengine.entity.scene.IOnSceneTouchListener; import org.andengine.entity.scene.Scene; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.util.FPSLogger; import org.andengine.input.touch.TouchEvent; import org.andengine.opengl.texture.TextureOptions; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory; import org.andengine.opengl.texture.region.ITextureRegion; import org.andengine.ui.activity.SimpleBaseGameActivity;

import android.opengl.GLES20; import android.widget.Toast;

/**  * (c) 2010 Nicolas Gramlich  * (c) 2011 Zynga  *  * @author Nicolas Gramlich  * @since 11:54:51 - 03.04.2010  */ public class ParticleSystemSimpleExample extends SimpleBaseGameActivity {  // ===========================================================  // Constants  // ===========================================================

 private static final int CAMERA_WIDTH = 720;  private static final int CAMERA_HEIGHT = 480;

 // ===========================================================  // Fields  // ===========================================================

 private Camera mCamera;  private BitmapTextureAtlas mBitmapTextureAtlas;  private ITextureRegion mParticleTextureRegion;

 // ===========================================================  // Constructors  // ===========================================================

 // ===========================================================  // Getter & Setter  // ===========================================================

 // ===========================================================  // Methods for/from SuperClass/Interfaces  // ===========================================================

 @Override  public EngineOptions onCreateEngineOptions() {   Toast.makeText(this, "Touch the screen to move the particlesystem.", Toast.LENGTH_LONG).show();

  this.mCamera = new Camera(0, 0, ParticleSystemSimpleExample.CAMERA_WIDTH, ParticleSystemSimpleExample.CAMERA_HEIGHT);

  return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(ParticleSystemSimpleExample.CAMERA_WIDTH, ParticleSystemSimpleExample.CAMERA_HEIGHT), this.mCamera);  }

 @Override  protected void onCreateResources() {   BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");

  this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);   this.mParticleTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "particle_point.png", 0, 0);

  this.mBitmapTextureAtlas.load();  }

 @Override  protected Scene onCreateScene() {   this.mEngine.registerUpdateHandler(new FPSLogger());

  final Scene scene = new Scene();

//定义圆形粒子发射器,参数依次为该发射器的圆形坐标和半径

  final CircleOutlineParticleEmitter particleEmitter = new CircleOutlineParticleEmitter(ParticleSystemSimpleExample.CAMERA_WIDTH * 0.5f, ParticleSystemSimpleExample.CAMERA_HEIGHT * 0.5f + 20, 80);

//只有粒子发射器还是不够的,还需定义了一个粒子系统,该系统引用啦之前定义的粒子发射器,并定义啦发射的速度,角度等   final SpriteParticleSystem particleSystem = new SpriteParticleSystem(particleEmitter, 60, 60, 360, this.mParticleTextureRegion, this.getVertexBufferObjectManager());

//添加场景的触摸事件

  scene.setOnSceneTouchListener(new IOnSceneTouchListener() {    @Override    public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) {     particleEmitter.setCenter(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());     return true;    }   });

particleSystem实现了一系列动画,才会是火焰的效果更加逼真,所以一下是对各种动画效果的初始化

  particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1, 0, 0));   particleSystem.addParticleInitializer(new AlphaParticleInitializer<Sprite>(0));   particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));   particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-2, 2, -20, -10));   particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));   particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(6));//定义火焰燃烧的时间

//初始化各种参数之后,我很还有使某一些参数动态变化,从而实现火焰燃烧这一动作

  particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 1.0f, 2.0f));   particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(0, 3, 1, 1, 0, 0.5f, 0, 0));   particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(4, 6, 1, 1, 0.5f, 1, 0, 1));   particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(0, 1, 0, 1));   particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(5, 6, 1, 0));

  scene.attachChild(particleSystem);//把该粒子系统加入到场景中

  return scene;  }

 // ===========================================================  // Methods  // ===========================================================

 // ===========================================================  // Inner and Anonymous Classes  // =========================================================== }

下面 我们来看一个非圆形火焰效果的例子,代码如下:

======================================================================

package org.andengine.examples;

import org.andengine.engine.camera.Camera; import org.andengine.engine.options.EngineOptions; import org.andengine.engine.options.ScreenOrientation; import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.andengine.entity.particle.SpriteParticleSystem; import org.andengine.entity.particle.emitter.PointParticleEmitter; import org.andengine.entity.particle.initializer.AccelerationParticleInitializer; import org.andengine.entity.particle.initializer.BlendFunctionParticleInitializer; import org.andengine.entity.particle.initializer.ColorParticleInitializer; import org.andengine.entity.particle.initializer.RotationParticleInitializer; import org.andengine.entity.particle.initializer.VelocityParticleInitializer; import org.andengine.entity.particle.modifier.AlphaParticleModifier; import org.andengine.entity.particle.modifier.ColorParticleModifier; import org.andengine.entity.particle.modifier.ExpireParticleInitializer; import org.andengine.entity.particle.modifier.ScaleParticleModifier; import org.andengine.entity.scene.Scene; import org.andengine.entity.scene.background.Background; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.util.FPSLogger; import org.andengine.opengl.texture.TextureOptions; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas; import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory; import org.andengine.opengl.texture.region.ITextureRegion; import org.andengine.ui.activity.SimpleBaseGameActivity;

import android.opengl.GLES20;

/**  * (c) 2010 Nicolas Gramlich  * (c) 2011 Zynga  *  * @author Nicolas Gramlich  * @since 16:44:30 - 29.06.2010  */ public class ParticleSystemNexusExample extends SimpleBaseGameActivity {  // ===========================================================  // Constants  // ===========================================================

 private static final int CAMERA_WIDTH = 480;  private static final int CAMERA_HEIGHT = 320;  private static final float RATE_MIN = 8;  private static final float RATE_MAX = 12;  private static final int PARTICLES_MAX = 200;

 // ===========================================================  // Fields  // ===========================================================

 private Camera mCamera;  private BitmapTextureAtlas mBitmapTextureAtlas;  private ITextureRegion mParticleTextureRegion;

 // ===========================================================  // Constructors  // ===========================================================

 // ===========================================================  // Getter & Setter  // ===========================================================

 // ===========================================================  // Methods for/from SuperClass/Interfaces  // ===========================================================

 @Override  public EngineOptions onCreateEngineOptions() {   this.mCamera = new Camera(0, 0, ParticleSystemNexusExample.CAMERA_WIDTH, ParticleSystemNexusExample.CAMERA_HEIGHT);

  return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(ParticleSystemNexusExample.CAMERA_WIDTH, ParticleSystemNexusExample.CAMERA_HEIGHT), this.mCamera);  }

 @Override  protected void onCreateResources() {   BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");

  this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 32, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA);   this.mParticleTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mBitmapTextureAtlas, this, "particle_fire.png", 0, 0);

  this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);  }

 @Override  protected Scene onCreateScene() {   this.mEngine.registerUpdateHandler(new FPSLogger());

  final Scene scene = new Scene();   scene.setBackground(new Background(0.0f, 0.0f, 0.0f));

  /* LowerLeft to LowerRight Particle System. */   {    final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(-32, ParticleSystemNexusExample.CAMERA_HEIGHT - 32), ParticleSystemNexusExample.RATE_MIN, ParticleSystemNexusExample.RATE_MAX, ParticleSystemNexusExample.PARTICLES_MAX, this.mParticleTextureRegion, this.getVertexBufferObjectManager());    particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));    particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(35, 45, 0, -10));    particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(5, -11));    particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));    particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1.0f, 1.0f, 0.0f));    particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(6.5f));

   particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f));    particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(2.5f, 5.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f));    particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(2.5f, 6.5f, 1.0f, 0.0f));

   scene.attachChild(particleSystem);   }

  /* LowerRight to LowerLeft Particle System. */   {    final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(ParticleSystemNexusExample.CAMERA_WIDTH, ParticleSystemNexusExample.CAMERA_HEIGHT - 32), ParticleSystemNexusExample.RATE_MIN, ParticleSystemNexusExample.RATE_MAX, ParticleSystemNexusExample.PARTICLES_MAX, this.mParticleTextureRegion, this.getVertexBufferObjectManager());    particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));    particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-35, -45, 0, -10));    particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(-5, -11));    particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));    particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(0.0f, 1.0f, 0.0f));    particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(6.5f));

   particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f));    particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(2.5f, 5.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f));    particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(2.5f, 6.5f, 1.0f, 0.0f));

   scene.attachChild(particleSystem);   }

  /* UpperLeft to UpperRight Particle System. */   {    final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(-32, 0), ParticleSystemNexusExample.RATE_MIN, ParticleSystemNexusExample.RATE_MAX, ParticleSystemNexusExample.PARTICLES_MAX, this.mParticleTextureRegion, this.getVertexBufferObjectManager());    particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));    particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(35, 45, 0, 10));    particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(5, 11));    particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));    particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(0.0f, 0.0f, 1.0f));    particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(6.5f));

   particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f));    particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(2.5f, 5.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f));    particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(2.5f, 6.5f, 1.0f, 0.0f));

   scene.attachChild(particleSystem);   }

  /* UpperRight to UpperLeft Particle System. */   {    final SpriteParticleSystem particleSystem = new SpriteParticleSystem(new PointParticleEmitter(ParticleSystemNexusExample.CAMERA_WIDTH, 0), ParticleSystemNexusExample.RATE_MIN, ParticleSystemNexusExample.RATE_MAX, ParticleSystemNexusExample.PARTICLES_MAX, this.mParticleTextureRegion, this.getVertexBufferObjectManager());    particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));    particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-35, -45, 0, 10));    particleSystem.addParticleInitializer(new AccelerationParticleInitializer<Sprite>(-5, 11));    particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));    particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(1.0f, 0.0f, 0.0f));    particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(6.5f));

   particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 5, 0.5f, 2.0f));    particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(2.5f, 5.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f));    particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(2.5f, 6.5f, 1.0f, 0.0f));

   scene.attachChild(particleSystem);   }

  return scene;  }

 // ===========================================================  // Methods  // ===========================================================

 // ===========================================================  // Inner and Anonymous Classes  // =========================================================== }

 

//该代码实现的效果是在手机屏幕的四个顶角处实现非圆形火焰的燃烧效果,和第一个区别是“:定义啦4个粒子系统,同时每个系统有定义啦各自的粒子发射器:PointParticleEmitter,我们可以发现和上一个粒子中的(CircleOutlineParticleEmitter)是不一样的。最后也是吧这四个粒子系统分别加入场景中,到此,一切都ok

 


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