android平台AndEngine用粒子系統做的煙霧效果

來源:互聯網
上載者:User

@Override
protected Scene onCreateScene() {
final Scene scene = new Scene();

Sprite background = new Sprite(0, 0, backgroundTextureRegion, getVertexBufferObjectManager());
scene.attachChild(background);

RectangleParticleEmitter emitter = new RectangleParticleEmitter(CAMERA_WIDTH, CAMERA_HEIGHT / 2, 1, CAMERA_HEIGHT);

final SpriteParticleSystem particleSystem = new SpriteParticleSystem(emitter, 10, 90, 360, mParticleTextureRegion, getVertexBufferObjectManager());

particleSystem.addParticleInitializer(new ColorParticleInitializer<Sprite>(0.45f, 0.45f, 0.45f));
particleSystem.addParticleInitializer(new AlphaParticleInitializer<Sprite>(0));
particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));
particleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(-50, -5, -5, 5));
particleSystem.addParticleInitializer(new RotationParticleInitializer<Sprite>(0.0f, 360.0f));
particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(9));

particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 1, 1.0f, 3.0f));
particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(0, 2, 0, 0.45f, 0, 0.45f, 0, 0.45f));
particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(3, 5, 0.45f, 0, 0.45f, 0, 0.45f, 0));
particleSystem.addParticleModifier(new ColorParticleModifier<Sprite>(6, 9, 0, 0.45f, 0, 0.45f, 0, 0.45f));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(0, 1, 0, 0.25f));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(2, 5, 0.25f, 0));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(6, 7, 0.25f, 0));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(8, 9, 0.25f, 0));

scene.attachChild(particleSystem);

scene.setOnSceneTouchListener(new IOnSceneTouchListener() {
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
if (pSceneTouchEvent.isActionUp()) {
particleSystem.setParticlesSpawnEnabled(false);
}
return false;
}
});

return scene;
}

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