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?
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);