android graphics effects

Cómo crear efectos de gráficos de partículas de fuegos artificiales en Android



graphics effects (3)

Acabo de lanzar la v1.1 de una biblioteca que hace un sistema de partículas para las vistas normales de Android: https://github.com/plattysoft/Leonids

Sé que la pregunta es bastante antigua y es probable que la hayas implementado tú mismo, pero en caso de que todavía estés interesado en usar una biblioteca, échale un vistazo.

¿Alguien tiene alguna idea de cómo hacer un efecto de fuegos artificiales dibujando en un lienzo? Hay un buen ejemplo en wireworks live wallpaper (aplicación gratuita).

Allí, muchos puntos se mueven y dejan rastros en una estrella como explosión y desaparecen gradualmente. Creo que hay algún tipo de movimiento borroso en cada punto que se mueve, y no estoy seguro de cómo crearlo.

Cualquier idea o enlace a ejemplos relevantes son bienvenidos.


Esa es una pregunta muy abstracta (e interesante) pero demasiado compleja para responder en detalles.

Lo que realmente estás buscando es probablemente una especie de sistema de partículas modificado. Un sistema de partículas es básicamente un motor de partículas que incluye un motor de física.

Sin embargo, en lo que deberías enfocarte son estos:

Una vez que lo construyó (o lo entendió), puede convertirlo fácilmente al sistema Canvas , aunque OpenGL es la alternativa preferible.


import java.util.Random; import android.annotation.SuppressLint; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.os.Handler; import android.os.Message; import android.view.SurfaceHolder; import android.view.SurfaceView; enum AnimateState { asReady, asRunning, asPause; } class Rocket { public boolean sleep = true; private float energy, length, mx, my, gravity, ox, oy, x, y, t; private float vx[], vy[]; private int patch, red, green, blue; private Random random; public Rocket( int a, int b, int g ) { mx = a; my = b; gravity = g; } public void init( int e, int p, int l, long seed ) { energy = e; patch = p + 20; length = l; random = new Random( seed ); vx = new float[patch]; vy = new float[patch]; red = ( int )( random.nextFloat() * 128 ) + 128; blue = ( int )( random.nextFloat() * 128 ) + 128; green = ( int )( random.nextFloat() * 128 ) + 128; ox = ( random.nextFloat() * mx / 2 ) + mx / 4; oy = ( random.nextFloat() * my / 2 ) + my / 4; for( int i = 0; i < patch; ++i ) { vx[i] = ( ( random.nextFloat() + random.nextFloat() / 2 ) * energy ) - energy / ( random.nextInt( 2 ) + 1 ); vy[i] = ( ( random.nextFloat() + random.nextFloat() / 2 ) * energy * 7 / 8 ) - energy / ( random.nextInt( 5 ) + 4 ); } } public void start() { t = 0; sleep = false; } public void doDraw( Canvas canvas, Paint paint ) { if ( ! sleep ) { if ( t < length ) { int i, cr, cg, cb; double s; cr = ( int )( random.nextDouble() * 64 ) - 32 + red; cg = ( int )( random.nextDouble() * 64 ) - 32 + green; cb = ( int )( random.nextDouble() * 64 ) - 32 + blue; if ( cr >= 0 && cr <= 256 ) red = cr; if ( cg >= 0 && cg <= 256 ) green = cg; if ( cb >= 0 && cb <= 256 ) blue = cb; int _red = red == 256 ? 255 : red; int _green = green == 256 ? 255 : green; int _blue = blue == 256 ? 255 : blue; int color = Color.rgb( _red, _green, _blue ); paint.setColor( color ); for ( i = 0; i < patch; ++i ) { s = ( double )t / 100; x = ( int )( vx[i] * s ); y = ( int )( vy[i] * s - gravity * s * s ); canvas.drawCircle( ox + x, oy - y, 2f, paint ); } paint.setColor( Color.BLACK ); for ( i = 0; i < patch; ++i ) { if ( t >= length / 2 ) { for ( int j = 0; j < 2; ++j ) { s = ( double ) ( ( t - length / 2 ) * 2 + j ) / 100; x = ( int )( vx[i] * s ); y = ( int )( vy[i] * s - gravity * s * s ); canvas.drawCircle( ox + x, oy - y, 2f, paint ); } } } ++t; } else sleep = true; } } } class Fireworks { /** * Maximum number of rockets. */ public int MaxRocketNumber = 9; /** * Controls "energy" of firwork explosion. Default value 850. */ public int MaxRocketExplosionEnergy = 950; /** * Controls the density of the firework burst. Larger numbers give higher density. * Default value 90. */ public int MaxRocketPatchNumber = 90; /** * Controls the radius of the firework burst. Larger numbers give larger radius. * Default value 68. */ public int MaxRocketPatchLength = 68; /** * Controls gravity of the firework simulation. * Default value 400. */ public int Gravity = 400; transient private Rocket rocket[]; transient private boolean rocketsCreated = false; private int width; private int height; Fireworks( int width, int height ) { this.width = width; this.height = height; } void createRockets() { rocketsCreated = true; Rocket tempRocket[] = new Rocket[MaxRocketNumber]; for ( int i = 0; i < MaxRocketNumber; i++ ) tempRocket[i] = new Rocket( width, height, Gravity ); rocket = tempRocket; } public synchronized void reshape( int width, int height ) { this.width = width; this.height = height; rocketsCreated = false; } public void doDraw( Canvas canvas, Paint paint ) { canvas.drawColor( Color.BLACK ); int i, e, p, l; long s; boolean sleep; if ( ! rocketsCreated ) { createRockets(); } if ( rocketsCreated ) { sleep = true; for ( i = 0; i < MaxRocketNumber; i++ ) sleep = sleep && rocket[i].sleep; for ( i = 0; i < MaxRocketNumber; ++i ) { e = ( int )( Math.random() * MaxRocketExplosionEnergy * 3 / 4 ) + MaxRocketExplosionEnergy / 4 + 1; p = ( int )( Math.random() * MaxRocketPatchNumber * 3 / 4 ) + MaxRocketPatchNumber / 4 + 1; l = ( int )( Math.random() * MaxRocketPatchLength * 3 / 4 ) + MaxRocketPatchLength / 4 + 1; s = ( long )( Math.random() * 10000 ); Rocket r = rocket[i]; if ( r.sleep && Math.random() * MaxRocketNumber * l < 2 ) { r.init( e, p, l, s ); r.start(); } if ( rocketsCreated ) r.doDraw( canvas, paint ); } } } } public class FireworkLayout extends SurfaceView implements SurfaceHolder.Callback { class GameThread extends Thread { private boolean mRun = false; private SurfaceHolder surfaceHolder; private AnimateState state; private Context context; private Handler handler; private Paint paint; Fireworks fireworks; GameThread( SurfaceHolder surfaceHolder, Context context, Handler handler ) { this.surfaceHolder = surfaceHolder; this.context = context; this.handler = handler; fireworks = new Fireworks( getWidth(), getHeight() ); paint = new Paint(); paint.setStrokeWidth( 2 / getResources().getDisplayMetrics().density ); paint.setColor( Color.BLACK ); paint.setAntiAlias( true ); } public void doStart() { synchronized ( surfaceHolder ) { setState( AnimateState.asRunning ); } } public void pause() { synchronized ( surfaceHolder ) { if ( state == AnimateState.asRunning ) setState( AnimateState.asPause ); } } public void unpause() { setState( AnimateState.asRunning ); } @Override public void run() { while ( mRun ) { Canvas c = null; try { c = surfaceHolder.lockCanvas( null ); synchronized ( surfaceHolder ) { if ( state == AnimateState.asRunning ) doDraw( c ); } } finally { if ( c != null ) { surfaceHolder.unlockCanvasAndPost( c ); } } } } public void setRunning( boolean b ) { mRun = b; } public void setState( AnimateState state ) { synchronized ( surfaceHolder ) { this.state = state; } } public void doDraw( Canvas canvas ) { fireworks.doDraw( canvas, paint ); } public void setSurfaceSize( int width, int height ) { synchronized ( surfaceHolder ) { fireworks.reshape( width, height ); } } } private GameThread thread; @SuppressLint( "HandlerLeak" ) public FireworkLayout( Context context ) { super( context ); SurfaceHolder holder = getHolder(); holder.addCallback( this ); getHolder().addCallback( this ); thread = new GameThread( holder, context, new Handler() { @Override public void handleMessage( Message m ) { }} ); setFocusable( true ); } @Override public void surfaceChanged( SurfaceHolder holder, int format, int width, int height ) { thread.setSurfaceSize( width, height ); } @Override public void surfaceCreated( SurfaceHolder holder ) { thread.setRunning( true ); thread.doStart(); thread.start(); } @Override public void surfaceDestroyed( SurfaceHolder holder ) { boolean retry = true; thread.setRunning( false ); while ( retry ) { try { thread.join(); retry = false; } catch ( InterruptedException e ) { } } } }

utilizar:

firework = new FireworkView( this ); LinearLayout surface = (LinearLayout) findViewById( R.id.surface ); surface.addView( firework );