1:圓形的粒子發射器:用手觸時,可以 產生相應的圓形的粒子發射器並實現火焰燃燒的效果:下面是一個簡單的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();
//定義圓形粒子發射器,參數依次為該發射器的圓形座標和半徑
final CircleOutlineParticleEmitter particleEmitter = new CircleOutlineParticleEmitter(ParticleSystemSimpleExample.CAMERA_WIDTH * 0.5f, ParticleSystemSimpleExample.CAMERA_HEIGHT * 0.5f + 20, 80);
//只有粒子發射器還是不夠的,還需定義了一個粒子系統,該系統引用啦之前定義的粒子發射器,並定義啦發射的速度,角度等 final SpriteParticleSystem particleSystem = new SpriteParticleSystem(particleEmitter, 60, 60, 360, this.mParticleTextureRegion, this.getVertexBufferObjectManager());
//添加情境的觸摸事件
scene.setOnSceneTouchListener(new IOnSceneTouchListener() { @Override public boolean onSceneTouchEvent(final Scene pScene, final TouchEvent pSceneTouchEvent) { particleEmitter.setCenter(pSceneTouchEvent.getX(), pSceneTouchEvent.getY()); return true; } });
particleSystem實現了一系列動畫,才會是火焰的效果更加逼真,所以一下是對各種動畫效果的初始化
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));//定義火焰燃燒的時間
//初始化各種參數之後,我很還有使某一些參數動態變化,從而實現火焰燃燒這一動作
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);//把該粒子系統加入到情境中
return scene; }
// =========================================================== // Methods // ===========================================================
// =========================================================== // Inner and Anonymous Classes // ===========================================================}
下面 我們來看一個非圓形火焰效果的例子,代碼如下:
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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 // ===========================================================}
//該代碼實現的效果是在手機螢幕的四個頂角處實現非圓形火焰的燃燒效果,和第一個區別是“:定義啦4個粒子系統,同時每個系統有定義啦各自的粒子發射器:PointParticleEmitter,我們可以發現和上一個粒子中的(CircleOutlineParticleEmitter)是不一樣的。最後也是吧這四個粒子系統分別加入情境中,到此,一切都ok