我正在研究动态壁纸。但首先我必须研究帆布动画。我这里有一个代码可行。它使用math.random()。但我想要的是这样的。
在这里,我希望图像像上面所示的路径一样移动。我的想法是对x和y使用math.random。但使用它的问题是图像会出现在屏幕的任何地方。我想要图像,创建一个随机路径。我知道它的x和y坐标,但我不能想到路径将如何随机触发?我不能解释它。但是如果你知道这个弹跳球,球会有一个随机的球。就像那样。这是我的代码。
public class MainActivity extends Activity {
private Game game;
public Handler updateHandler = new Handler(){
/** Gets called on every message that is received */
// @Override
public void handleMessage(Message msg) {
game.update();
game.invalidate();
super.handleMessage(msg);
}
};
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
game = new Game(this);
setContentView(game);
Thread myThread = new Thread(new UpdateThread());
myThread.start();
}
public class UpdateThread implements Runnable {
@Override
public void run() {
while(true){
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
MainActivity.this.updateHandler.sendEmptyMessage(0);
}
}
}
}
public class Game extends View {
private Bitmap image;
private Paint paint;
private int x=0;
public Game(Context context) {
super(context);
image = Bitmap.createBitmap(BitmapFactory.decodeResource(this.getResources(), R.drawable.ic_launcher));
paint = new Paint();
}
// called every Frame
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(image, x, 0, paint);
}
// called by thread
public void update() {
x = 1;
x += Math.random() * 100;
}
}
我希望你能在这里帮助我..谢谢你。
答案 0 :(得分:4)
此处为无限线性插值循环的代码(您可能希望稍后将其更改为平滑曲线);
PointF mImagePos = new PointF();
PointF mImageSource = new PointF();
PointF mImageTarget = new PointF();
long mInterpolateTime;
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(image, mImagePos.x, mImagePos.y, paint);
}
public void update() {
final long INTERPOLATION_LENGTH = 2000;
long time = SystemClock.uptimeMillis();
if (time - mInterpolateTime > INTERPOLATION_LENGTH) {
mImageSource.set(mImageTarget);
mImageTarget.x = (float)(Math.random() * 100);
mImageTarget.y = (float)(Math.random() * 100);
mInterpolateTime = time;
}
float t = (float)(time - mInterpolateTime) / INTERPOLATION_LENGTH;
// For some smoothness uncomment this line;
// t = t * t * (3 - 2 * t);
mImagePox.x = mImageSource.x + (mImageTarget.x - mImageSource.x) * t;
mImagePos.y = mImageSource.y + (mImageTarget.y - mImageSource.y) * t;
}