我想在 AndEngine 中画一条线,其效果类似于 Fruit Ninja 或 Veggie Samurai。谁能帮我?并给出示例代码?
问问题
2508 次
2 回答
1
也许,我迟到了,但希望这对其他人有帮助。
@Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
final float touchX = pSceneTouchEvent.getX();
final float touchY = pSceneTouchEvent.getY();
if (pSceneTouchEvent.isActionDown()) {
initTrail(touchX, touchY);
swipeGestureSprite = addSwipeSprite(touchX, touchY);
} else if (pSceneTouchEvent.isActionMove()) {
moveTrail(pSceneTouchEvent.getX(), pSceneTouchEvent.getY(), 0);
if (swipeGestureSprite != null) {
swipeGestureSprite.setX(touchX);
swipeGestureSprite.setY(touchY);
}
} else if (pSceneTouchEvent.isActionUp()) {
mScene.detachChild(this.particleSystem);
if (swipeGestureSprite != null) {
this.mScene.detachChild(swipeGestureSprite);
swipeGestureSprite = null;
}
return true;
}
return false;
}
private void initTrail(float mX, float mY) {
this.particleEmitter = new PointParticleEmitter(mX, mY);
this.particleSystem = new SpriteParticleSystem(particleEmitter, 1000, 1000, 5000, this.mRibbon, this.getVertexBufferObjectManager());
particleSystem.addParticleInitializer(new BlendFunctionParticleInitializer<Sprite>(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE));
particleSystem.addParticleInitializer(new ExpireParticleInitializer<Sprite>(1));
particleSystem.addParticleModifier(new ScaleParticleModifier<Sprite>(0, 1, 1, 0f));
particleSystem.addParticleModifier(new AlphaParticleModifier<Sprite>(0, 1, 1, 0));
this.mScene.attachChild(particleSystem);
}
private void moveTrail(float trailX, float trailY, int count) {
if (particleEmitter == null) {
initTrail(trailX, trailY);
}
particleEmitter.setCenter(trailX, trailY);
}
于 2014-02-12T10:13:14.240 回答
0
我认为你必须使用点粒子效果并使用画线算法来创建点之间的线。使用粒子绘制的线代表更多的现实,粒子也代表动态的方式,因此您可以破坏它。进一步你可以问。编辑:对于粒子生成,您可以使用此代码
public void generateParticles(float pX, float pY) {
pointParticleEmtitter = new PointParticleEmitter(pX, pY);
particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate,
minRate, maxParticles, mParticleTextureRegion.deepCopy());
particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
particleSystem.addParticleInitializer(new ColorInitializer(0.8f, 0.43f,
0.2f));
particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 0.25f));
particleSystem.addParticleModifier(new ExpireModifier(0.25f));
gameObject.getScene().attachChild(particleSystem);
}
对于线算法,你可以使用这个
public void drawLine() {
int x;
float y, m;
x = (int) previousX;
y = (int) previousY;
m = (currentY - previousY) / (currentX - previousX);
if (Math.round(previousX) == Math.round(currentX)) {
if (previousY < currentY) {
for (y = (int) previousY; y < currentY; ++y)
pointParticleEmtitter.setCenter(previousX, y);
} else {
for (y = (int) previousY; y > currentY; --y)
pointParticleEmtitter.setCenter(previousX, y);
}
} else {
if (previousX < currentX) {
for (x = (int) previousX; x < currentX; ++x) {
y = m * (x - previousX) + previousY;
pointParticleEmtitter.setCenter(x, y);
}
} else if (previousX > currentX) {
for (x = (int) previousX; x > currentX; --x) {
y = m * (x - currentX) + currentY;
pointParticleEmtitter.setCenter(x, y);
}
}
}
}
于 2012-06-05T07:37:55.583 回答