新年到了,本文将展示通过自定义view绘制烟花效果的案例,同时介绍一种优化canvas绘制时的性能的方法.
每点击一下屏幕会产生一枚烟花,烟花飞到最上空会炸裂成60~100个碎片, 同屏可能有上千个粒子在不停更新它的位置.
- 首先项目结构
└─fireworks
ColorfullView.java -自定义的view
Firework.java -对烟花建立模型
MainActivity.java
Particle.java -粒子
PContext.java -工具类
PVector.java -向量类
- 使用GestureDetector处理用户输入,每点击一次在当前位置创建一枚烟花\
mGesture = new GestureDetectorCompat(getContext(), new GestureDetector.SimpleOnGestureListener() {
@Override
public boolean onDown(MotionEvent e) {
fireworks.add(new Firework(e.getX(), e.getY()));
ViewCompat.postInvalidateOnAnimation(ColorfullView.this);
return true;
}
});
- FireWork类包含两个属性
ArrayList<Particle> particles; // 炸开后的粒子
Particle firework; // 炸开前的粒子
- Particle类具有随机的颜色、大小、速度以接近真实
- 每绘制一帧会调用FireWork的run方法,该方法中会调用当前粒子的update和display方法
void run(Canvas canvas, Paint paint) {
if (firework != null) {//炸裂前
firework.applyForce(gravity);
firework.update();
firework.display(canvas, paint);
if (firework.explode()) {
int fragments = (int) random(60, 100);//碎片个数
for (int i = 0; i < fragments; i++) {
particles.add(new Particle(firework.location, hu)); // Add "num" amount of particles to the arraylist
}
firework = null;
firstExplode = true;
}
} else {//炸裂后
if (firstExplode) {//屏幕一闪
firstExplode = false;
canvas.drawColor(Color.HSVToColor(new float[]{hu, 0.6f, 0.6f}));
}
for (int i = particles.size() - 1; i >= 0; i--) {
Particle p = particles.get(i);
p.applyForce(gravity);
p.update();
p.display(canvas, paint);
if (p.isDead()) {
particles.remove(i);
}
}
}
}
这时候功能基本实现了,剩下的就是将每一个烟花绘制在canvas上,通常我们会这样写
@Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
for (int i = fireworks.size() - 1; i >= 0; i--) {
Firework f = fireworks.get(i);
f.run(canvas, mParticlePaint);
if (f.done()) {
fireworks.remove(i);
}
}
//canvas.drawBitmap(canvasBitmap,0, 0, mBitmapPaint);
if (!fireworks.isEmpty()) {
ViewCompat.postInvalidateOnAnimation(this);
}
}
然而你会发现性能很糟糕,帧数随着粒子数的增加直线下降直到个位数,优化如下
@Override
protected void onDraw(Canvas canvas) {
if (canvasBitmap == null || canvasBitmap.isRecycled()) {
canvasBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas(canvasBitmap);
mBitmapShader = new BitmapShader(canvasBitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mBitmapPaint.setShader(mBitmapShader);
mBitmapPaint.setDither(false);
}
bitmapCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
for (int i = fireworks.size() - 1; i >= 0; i--) {
Firework f = fireworks.get(i);
f.run(bitmapCanvas, mParticlePaint);
if (f.done()) {
fireworks.remove(i);
}
}
canvas.drawPaint(mBitmapPaint);
if (!fireworks.isEmpty()) {
ViewCompat.postInvalidateOnAnimation(this);
}
}
some codes were from Daniel Shiffman