AndEngine粒子系统

时间:2012-01-10 15:08:09

标签: java android andengine

我想使用AndEngine的粒子系统来创造一个飞溅(如泼水)。

我已经检查了粒子系统示例,但不确定需要做什么才能使用粒子系统创建水的飞溅效果。

有什么想法吗?

1 个答案:

答案 0 :(得分:3)

我不知道任何水溅模拟算法,所以我会按照我的想法行事,但你必须进行修改以使其看起来真实。

2D中的水溅动画将从一个位置创建许多小水滴,然后以初始速度向不同方向发送每个水滴,然后每个水滴减慢并淡出。

试试这个:

public ParticleSystem createParticleSystem(final TextureRegion waterDropTextureRegion) {
    //X & Y for the particles to spawn at.
    final float particlesXSpawn = 400;
    final float particlesYSpawn = 300;

    //Max & min rate are the maximum particles per second and the minimum particles per second.
    final float maxRate = 10;
    final float minRate = 5;

    //This variable determines the maximum particles in the particle system.
    final int maxParticles = 100;

    //Particle emitter which will set all of the particles at a ertain point when they are initialized.
    final PointParticleEmitter pointParticleEmtitter = new PointParticleEmitter(particlesXSpawn, particlesYSpawn);

    //Creating the particle system.
    final ParticleSystem particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, waterDropTextureRegion);

    //And now, lets create the initiallizers and modifiers.
    //Velocity initiallizer - will pick a random velocity from -20 to 20 on the x & y axes. Play around with this value.
    particleSystem.addParticleInitializer(new VelocityInitializer(-20, 20, -20, 20));

    //Acceleration initializer - gives all the particles the earth gravity (so they accelerate down).
    particleSystem.addParticleInitializer(new GravityInitializer());

    //And now, adding an alpha modifier, so particles slowly fade out. This makes a particle go from alpha = 1 to alpha = 0 in 3 seconds, starting exactly when the particle is spawned.
    particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 3));

    //Lastly, expire modifier. Make particles die after 3 seconds - their alpha reached 0.
    particleSystem.addParticleModifier(new ExpireModifier(3));  

    return particleSystem;
}

我没有测试过,但我认为它有用。尝试使用这些值来查找看起来真实的动画。

该方法接收一个参数,该参数是每个粒子的就绪纹理区域,在您的情况下,我猜这是一个水滴。

调用此方法并获得ParticleSystem后,只需将其附加到您的场景中:

final ParticleSystem particleSystem = createParticleSystem(...);
scene.attachChild(particleSystem);