Android之雪花飘落效果
一:效果图
Android雪花飘落效果以及仿蚂蚁森林能量水滴浮动效果
二:实现步骤
1:FallObject 下落物体 封装
package com.mago.sports.utils;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Matrix;
import android.graphics.PixelFormat;
import android.graphics.drawable.Drawable;
import java.util.Random;
/**
* Created by :caoliulang
* ❤
* Creation time :2022/12/22
* ❤
* Function :下落物体 封装
*/
public class FallObject {
private int initX;
private int initY;
private Random random;
private int parentWidth;//父容器宽度
private int parentHeight;//父容器高度
private float objectWidth;//下落物体宽度
private float objectHeight;//下落物体高度
public int initSpeed;//初始下降速度
public int initWindLevel;//初始风力等级
public float presentX;//当前位置X坐标
public float presentY;//当前位置Y坐标
public float presentSpeed;//当前下降速度
private float angle;//物体下落角度
private Bitmap bitmap;
public Builder builder;
private boolean isSpeedRandom;//物体初始下降速度比例是否随机
private boolean isSizeRandom;//物体初始大小比例是否随机
private boolean isWindRandom;//物体初始风向和风力大小比例是否随机
private boolean isWindChange;//物体下落过程中风向和风力是否产生随机变化
private static final int defaultSpeed = 10;//默认下降速度
private static final int defaultWindLevel = 0;//默认风力等级
private static final int defaultWindSpeed = 10;//默认单位风速
private static final float HALF_PI = (float) Math.PI / 2;//π/2
public FallObject(Builder builder, int parentWidth, int parentHeight) {
random = new Random();
this.parentWidth = parentWidth;
this.parentHeight = parentHeight;
initX = random.nextInt(parentWidth);
initY = random.nextInt(parentHeight) - parentHeight;
presentX = initX;
presentY = initY;
this.builder = builder;
isSpeedRandom = builder.isSpeedRandom;
isSizeRandom = builder.isSizeRandom;
isWindRandom = builder.isWindRandom;
isWindChange = builder.isWindChange;
initSpeed = builder.initSpeed;
randomSpeed();
randomSize();
randomWind();
}
private FallObject(Builder builder) {
this.builder = builder;
initSpeed = builder.initSpeed;
bitmap = builder.bitmap;
isSpeedRandom = builder.isSpeedRandom;
isSizeRandom = builder.isSizeRandom;
isWindRandom = builder.isWindRandom;
isWindChange = builder.isWindChange;
}
public static final class Builder {
private int initSpeed;
private int initWindLevel;
private Bitmap bitmap;
private boolean isSpeedRandom;
private boolean isSizeRandom;
private boolean isWindRandom;
private boolean isWindChange;
public Builder(Bitmap bitmap) {
this.initSpeed = defaultSpeed;
this.initWindLevel = defaultWindLevel;
this.bitmap = bitmap;
this.isSpeedRandom = false;
this.isSizeRandom = false;
this.isWindRandom = false;
this.isWindChange = false;
}
public Builder(Drawable drawable) {
this.initSpeed = defaultSpeed;
this.initWindLevel = defaultWindLevel;
this.bitmap = drawableToBitmap(drawable);
this.isSpeedRandom = false;
this.isSizeRandom = false;
this.isWindRandom = false;
this.isWindChange = false;
}
/**
* 设置物体的初始下落速度
*
* @param speed
* @return
*/
public Builder setSpeed(int speed) {
this.initSpeed = speed;
return this;
}
/**
* 设置物体的初始下落速度
*
* @param speed
* @param isRandomSpeed 物体初始下降速度比例是否随机
* @return
*/
public Builder setSpeed(int speed, boolean isRandomSpeed) {
this.initSpeed = speed;
this.isSpeedRandom = isRandomSpeed;
return this;
}
/**
* 设置物体大小
*
* @param w
* @param h
* @return
*/
public Builder setSize(int w, int h) {
this.bitmap = changeBitmapSize(this.bitmap, w, h);
return this;
}
/**
* 设置物体大小
*
* @param w
* @param h
* @param isRandomSize 物体初始大小比例是否随机
* @return
*/
public Builder setSize(int w, int h, boolean isRandomSize) {
this.bitmap = changeBitmapSize(this.bitmap, w, h);
this.isSizeRandom = isRandomSize;
return this;
}
/**
* 设置风力等级、方向以及随机因素
*
* @param level 风力等级(绝对值为 5 时效果会比较好),为正时风从左向右吹(物体向X轴正方向偏移),为负时则相反
* @param isWindRandom 物体初始风向和风力大小比例是否随机
* @param isWindChange 在物体下落过程中风的风向和风力是否会产生随机变化
* @return
*/
public Builder setWind(int level, boolean isWindRandom, boolean isWindChange) {
this.initWindLevel = level;
this.isWindRandom = isWindRandom;
this.isWindChange = isWindChange;
return this;
}
public FallObject build() {
return new FallObject(this);
}
}
/**
* 绘制物体对象
*
* @param canvas
*/
public void drawObject(Canvas canvas) {
moveObject();
canvas.drawBitmap(bitmap, presentX, presentY, null);
}
/**
* 移动物体对象
*/
private void moveObject() {
moveX();
moveY();
if (presentY > parentHeight || presentX < -bitmap.getWidth() || presentX > parentWidth + bitmap.getWidth()) {
reset();
}
}
/**
* X轴上的移动逻辑
*/
private void moveX() {
presentX += defaultWindSpeed * Math.sin(angle);
if (isWindChange) {
angle += (float) (random.nextBoolean() ? -1 : 1) * Math.random() * 0.0025;
}
}
/**
* Y轴上的移动逻辑
*/
private void moveY() {
presentY += presentSpeed;
}
/**
* 重置object位置
*/
private void reset() {
presentY = -objectHeight;
randomSpeed();//记得重置时速度也一起重置,这样效果会好很多
randomWind();//记得重置一下初始角度,不然雪花会越下越少(因为角度累加会让雪花越下越偏)
}
/**
* 随机物体初始下落速度
*/
private void randomSpeed() {
if (isSpeedRandom) {
presentSpeed = (float) ((random.nextInt(3) + 1) * 0.1 + 1) * initSpeed;//这些随机数大家可以按自己的需要进行调整
} else {
presentSpeed = initSpeed;
}
}
/**
* 随机物体初始大小比例
*/
private void randomSize() {
if (isSizeRandom) {
float r = (random.nextInt(10) + 1) * 0.1f;
float rW = r * builder.bitmap.getWidth();
float rH = r * builder.bitmap.getHeight();
bitmap = changeBitmapSize(builder.bitmap, (int) rW, (int) rH);
} else {
bitmap = builder.bitmap;
}
objectWidth = bitmap.getWidth();
objectHeight = bitmap.getHeight();
}
/**
* 随机风的风向和风力大小比例,即随机物体初始下落角度
*/
private void randomWind() {
if (isWindRandom) {
angle = (float) ((random.nextBoolean() ? -1 : 1) * Math.random() * initWindLevel / 50);
} else {
angle = (float) initWindLevel / 50;
}
//限制angle的最大最小值
if (angle > HALF_PI) {
angle = HALF_PI;
} else if (angle < -HALF_PI) {
angle = -HALF_PI;
}
}
/**
* drawable图片资源转bitmap
*
* @param drawable
* @return
*/
public static Bitmap drawableToBitmap(Drawable drawable) {
Bitmap bitmap = Bitmap.createBitmap(
drawable.getIntrinsicWidth(),
drawable.getIntrinsicHeight(),
drawable.getOpacity() != PixelFormat.OPAQUE ? Bitmap.Config.ARGB_8888
: Bitmap.Config.RGB_565);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight());
drawable.draw(canvas);
return bitmap;
}
/**
* 改变bitmap的大小
*
* @param bitmap 目标bitmap
* @param newW 目标宽度
* @param newH 目标高度
* @return
*/
public static Bitmap changeBitmapSize(Bitmap bitmap, int newW, int newH) {
int oldW = bitmap.getWidth();
int oldH = bitmap.getHeight();
// 计算缩放比例
float scaleWidth = ((float) newW) / oldW;
float scaleHeight = ((float) newH) / oldH;
// 取得想要缩放的matrix参数
Matrix matrix = new Matrix();
matrix.postScale(scaleWidth, scaleHeight);
// 得到新的图片
bitmap = Bitmap.createBitmap(bitmap, 0, 0, oldW, oldH, matrix, true);
return bitmap;
}
}
2:自定义雪花飘View
package com.mago.sports.utils;
import android.content.Context;
import android.graphics.Canvas;
import android.util.AttributeSet;
import android.view.View;
import android.view.ViewTreeObserver;
import androidx.annotation.Nullable;
import java.util.ArrayList;
import java.util.List;
/**
* Created by :caoliulang
* ❤
* Creation time :2022/12/22
* ❤
* Function :自定义雪花飘落飘落动画
*/
public class FallingView extends View {
private Context mContext;
private AttributeSet mAttrs;
private List<FallObject> fallObjects;
private int viewWidth;
private int viewHeight;
private static final int defaultWidth = 600;//默认宽度
private static final int defaultHeight = 1000;//默认高度
private static final int intervalTime = 6000;//重绘间隔时间
private boolean isyx = false;
FallObject fallObjectc;
int numc;
private boolean iszx = false;
public FallingView(Context context) {
super(context);
mContext = context;
init();
}
public FallingView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
mContext = context;
mAttrs = attrs;
init();
}
private void init() {
fallObjects = new ArrayList<>();
}
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int height = measureSize(defaultHeight, heightMeasureSpec);
int width = measureSize(defaultWidth, widthMeasureSpec);
setMeasuredDimension(width, height);
viewWidth = width;
viewHeight = height;
if (iszx == false) {
iszx = true;
getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
@Override
public boolean onPreDraw() {
getViewTreeObserver().removeOnPreDrawListener(this);
for (int i = 0; i < numc; i++) {
FallObject newFallObject = new FallObject(fallObjectc.builder, viewWidth, viewHeight);
fallObjects.add(newFallObject);
}
invalidate();
return true;
}
});
}
}
private int measureSize(int defaultSize, int measureSpec) {
int result = defaultSize;
int specMode = View.MeasureSpec.getMode(measureSpec);
int specSize = View.MeasureSpec.getSize(measureSpec);
if (specMode == View.MeasureSpec.EXACTLY) {
result = specSize;
} else if (specMode == View.MeasureSpec.AT_MOST) {
result = Math.min(result, specSize);
}
return result;
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (fallObjects.size() > 0) {
for (int i = 0; i < fallObjects.size(); i++) {
//然后进行绘制
fallObjects.get(i).drawObject(canvas);
}
invalidate();
// // 隔一段时间重绘一次, 动画效果
// getHandler().postDelayed(runnable, intervalTime);
}
}
// 重绘线程
private Runnable runnable = new Runnable() {
@Override
public void run() {
invalidate();
}
};
/**
* 向View添加下落物体对象
*
* @param fallObject 下落物体对象
* @param num
*/
public void addFallObject(final FallObject fallObject, final int num) {
fallObjectc = fallObject;
numc = num;
}
}
3:xml布局
<com.mago.sports.utils.FallingView
android:id="@+id/falling"
android:layout_width="match_parent"
android:layout_height="match_parent" />
4:activity使用
1:变量
private FallingView falling;//雪花效果
2:实例化
falling = rootView.findViewById(R.id.falling);
3:实现
//初始化一个雪花样式的fallObject
FallObject.Builder builder = new FallObject.Builder(getResources().getDrawable(R.mipmap.ico_xuehua));
FallObject fallObject = builder
//设置物体的初始下落速度 物体初始下降速度比例是否随机
.setSpeed(2, true)
//设置物体大小 物体初始大小比例是否随机
.setSize(60, 60, true)
// 风力等级 物体初始风向和风力大小比例是否随机 在物体下落过程中风的风向和风力是否会产生随机变化
.setWind(5, true, false)
.build();
//向View添加下落物体对象
falling.addFallObject(fallObject, 30);
三:最后
这是项目里的功能,没有demo,如果有没有复核完整的地方请指出我定补上,欢迎讨论