新年到了,本文將展現經過自定義view繪製煙花效果的案例,同時介紹一種優化canvas繪製時的性能的方法.java
每點擊一下屏幕會產生一枚煙花,煙花飛到最上空會炸裂成60~100個碎片, 同屏可能有上千個粒子在不停更新它的位置.git
githubgithub
└─fireworks
ColorfullView.java -自定義的view
Firework.java -對煙花創建模型
MainActivity.java
Particle.java -粒子
PContext.java -工具類
PVector.java -向量類
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mGesture = new GestureDetectorCompat(getContext(), new GestureDetector.SimpleOnGestureListener() {
@Override
public boolean onDown(MotionEvent e) {
fireworks.add(new Firework(e.getX(), e.getY()));
ViewCompat.postInvalidateOnAnimation(ColorfullView.this);
return true;
}
});
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ArrayList<Particle> particles; // 炸開後的粒子
Particle firework; // 炸開前的粒子
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void run(Canvas canvas, Paint paint) {
if (firework != null) {//炸裂前
firework.applyForce(gravity);
firework.update();
firework.display(canvas, paint);
if (firework.explode()) {
int fragments = (int) random(60, 100);//碎片個數
for (int i = 0; i < fragments; i++) {
particles.add(new Particle(firework.location, hu)); // Add "num" amount of particles to the arraylist
}
firework = null;
firstExplode = true;
}
} else {//炸裂後
if (firstExplode) {//屏幕一閃
firstExplode = false;
canvas.drawColor(Color.HSVToColor(new float[]{hu, 0.6f, 0.6f}));
}
for (int i = particles.size() - 1; i >= 0; i--) {
Particle p = particles.get(i);
p.applyForce(gravity);
p.update();
p.display(canvas, paint);
if (p.isDead()) {
particles.remove(i);
}
}
}
}
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這時候功能基本實現了,剩下的就是將每個煙花繪製在canvas上,一般咱們會這樣寫canvas
@Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
for (int i = fireworks.size() - 1; i >= 0; i--) {
Firework f = fireworks.get(i);
f.run(canvas, mParticlePaint);
if (f.done()) {
fireworks.remove(i);
}
}
//canvas.drawBitmap(canvasBitmap,0, 0, mBitmapPaint);
if (!fireworks.isEmpty()) {
ViewCompat.postInvalidateOnAnimation(this);
}
}
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然而你會發現性能很糟糕,幀數隨着粒子數的增長直線降低直到個位數,優化以下性能優化
@Override
protected void onDraw(Canvas canvas) {
if (canvasBitmap == null || canvasBitmap.isRecycled()) {
canvasBitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas(canvasBitmap);
mBitmapShader = new BitmapShader(canvasBitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mBitmapPaint.setShader(mBitmapShader);
mBitmapPaint.setDither(false);
}
bitmapCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
for (int i = fireworks.size() - 1; i >= 0; i--) {
Firework f = fireworks.get(i);
f.run(bitmapCanvas, mParticlePaint);
if (f.done()) {
fireworks.remove(i);
}
}
canvas.drawPaint(mBitmapPaint);
if (!fireworks.isEmpty()) {
ViewCompat.postInvalidateOnAnimation(this);
}
}
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some codes were from Daniel Shiffmanbash