簡介
簡單實現下,模擬爆炸,這裏就簡單將圖片分成N塊,類似拼圖,完事,給予x方向和y方向一個加速度移動
這裏只是想到一種思路,就記錄下而已。至於怎麼炸,怎麼畫,加速度咋弄都是你的事了。
步驟
1.分割
我們給定每塊的大小,比如10,完事x,y方向每隔10就裁剪一塊圖片出來,
實體類,用來保存每個拼圖的位置
import android.graphics.Paint
import java.util.*
data class Ball(var x:Int,var y:Int,var accelarateX:Int,var accelarateY:Int=Random().nextInt(5)+10){
val p=Paint(Paint.ANTI_ALIAS_FLAG)
var width=0//拼圖的寬
var heigth=0//拼圖的高
var remove=false;
//更新位置
fun update(){
x+=accelarateX
y+=accelarateY
}
var xOLD=0
var yOLD=0
init {
xOLD=x
yOLD=y
}
//回覆初始值,方便多次使用
fun reset(){
x=xOLD
y=yOLD
}
}
- 獲取Bitmap
簡單對圖片進行下處理,防止圖片太大,內存溢出,根據具體情況做修改,非核心代碼,拿到bitmap即可
private fun initSomeThing(){
if(isInEditMode){
return
}
// 對圖片進行處理,大於300的進行縮小,然後獲取到我們需要的圖片
val res=R.drawable.imager
val option=BitmapFactory.Options()
option.inJustDecodeBounds=true
BitmapFactory.decodeResource(resources, res,option)
val w=option.outWidth
val h=option.outHeight
option.inSampleSize=1
val wh=Math.max(w,h)
if(wh>300){
val size=Math.sqrt(h/300.00).roundToInt()
option.inSampleSize=size
}
option.inJustDecodeBounds=false
bitmap= BitmapFactory.decodeResource(resources, res,option)
bpW=bitmap.width;
bpH=bitmap.height;
println("w/h========${bpW}/${bpH}=====${w}/$h")
}
3.切割圖片
x,y方向上循環增加split對圖片進行切割,切割後的圖片是bp,完事保存在Ball的paint裏
private fun initBalls(){
thread {
var x=0
while(x<bpW){
val xadd=Math.min(split,bpW-x)//防止超出圖片大小,會發生異常,
var y=0
while (y<bpH){
val yadd=Math.min(split,bpH-y)
val bp=Bitmap.createBitmap(bitmap,x,y,xadd,yadd)//獲取當前拼圖的圖片
var ball=Ball(x,y,Random().nextInt(20)-10).apply {
p.setShader(BitmapShader(bp,Shader.TileMode.REPEAT,Shader.TileMode.REPEAT))
this.width=xadd
this.heigth=yadd
}
balls.add(ball)
y+=split
}
x+=split
}
println("balls size============${balls.size}")
}
}
4.爆炸開始
fun startExplode(){
if(ballsClone.size>0){
return //防止多次點擊,需要上次執行完畢纔可以繼續下一次
}
ballsClone.addAll(balls)//複製數據到另外一個集合裏
postInvalidateOnAnimation()
}
override fun onDraw(canvas: Canvas) {
super.onDraw(canvas)
if (isInEditMode) {
return
}
//圖片居中顯示
val startX = (width - bpW) / 2f
val startY = (height - bpH) / 2f
if (ballsClone.size == 0) {//非爆炸期間直接顯示原圖即可
canvas.drawBitmap(bitmap, startX, startY, null)
return
}
var i = 0
while (i < ballsClone.size) {
val ball = ballsClone[i]
canvas.save()
canvas.translate(ball.x + startX, ball.y + startY)
// canvas.drawRect(0f,0f,ball.width+0f,ball.heigth+0f,ball.p)
canvas.drawCircle(ball.width / 2f, ball.heigth / 2f, Math.min(ball.width, ball.heigth) / 2f, ball.p)
canvas.restore()
ball.update()
if (ball.x < -startX || ball.x > width || ball.y > height) {//跑到屏幕外邊的移除
ballsClone.removeAt(i)
ball.reset() //數據還原,下次使用
i--
}
i++
}
postInvalidateOnAnimation()
}
完整代碼
import android.content.Context
import android.graphics.*
import android.util.AttributeSet
import android.view.View
import com.charliesong.demo0327.R
import java.util.*
import kotlin.concurrent.thread
import kotlin.math.roundToInt
class ViewShowDot : View {
constructor(context: Context?) : super(context) {
initSomeThing()
}
constructor(context: Context?, attrs: AttributeSet?) : super(context, attrs) {
initSomeThing()
}
constructor(context: Context?, attrs: AttributeSet?, defStyleAttr: Int) : super(context, attrs, defStyleAttr) {
initSomeThing()
}
val ballsClone = arrayListOf<Ball>()//存儲所有的碎片
val balls = arrayListOf<Ball>()//存儲所有的碎片
var bpW = 0;//實際使用的圖片的寬
var bpH = 0;//高
val split = 5//間隔
lateinit var bitmap: Bitmap
private fun initSomeThing() {
if (isInEditMode) {
return
}
// 對圖片進行處理,大於300的進行縮小,然後獲取到我們需要的圖片
val res = R.drawable.imager
val option = BitmapFactory.Options()
option.inJustDecodeBounds = true
BitmapFactory.decodeResource(resources, res, option)
val w = option.outWidth
val h = option.outHeight
option.inSampleSize = 1
val wh = Math.max(w, h)
if (wh > 300) {
val size = Math.sqrt(h / 300.00).roundToInt()
option.inSampleSize = size
}
option.inJustDecodeBounds = false
bitmap = BitmapFactory.decodeResource(resources, res, option)
bpW = bitmap.width;
bpH = bitmap.height;
println("w/h========${bpW}/${bpH}=====${w}/$h")
}
override fun onDraw(canvas: Canvas) {
super.onDraw(canvas)
if (isInEditMode) {
return
}
//圖片居中顯示
val startX = (width - bpW) / 2f
val startY = (height - bpH) / 2f
if (ballsClone.size == 0) {//非爆炸期間直接顯示原圖即可
canvas.drawBitmap(bitmap, startX, startY, null)
return
}
var i = 0
while (i < ballsClone.size) {
val ball = ballsClone[i]
canvas.save()
canvas.translate(ball.x + startX, ball.y + startY)
// canvas.drawRect(0f,0f,ball.width+0f,ball.heigth+0f,ball.p)
canvas.drawCircle(ball.width / 2f, ball.heigth / 2f, Math.min(ball.width, ball.heigth) / 2f, ball.p)
canvas.restore()
ball.update()
if (ball.x < -startX || ball.x > width || ball.y > height) {//跑到屏幕外邊的移除
ballsClone.removeAt(i)
ball.reset() //數據還原,下次使用
i--
}
i++
}
postInvalidateOnAnimation()
}
private fun initBalls() {
thread {
var x = 0
while (x < bpW) {
val xadd = Math.min(split, bpW - x)
var y = 0
while (y < bpH) {
val yadd = Math.min(split, bpH - y)
val bp = Bitmap.createBitmap(bitmap, x, y, xadd, yadd)
var ball = Ball(x, y, Random().nextInt(20) - 10).apply {
p.setShader(BitmapShader(bp, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT))
this.width = xadd
this.heigth = yadd
}
balls.add(ball)
y += split
}
x += split
}
println("balls size============${balls.size}")
}
}
override fun onAttachedToWindow() {
super.onAttachedToWindow()
balls.clear()
initBalls()
}
override fun onDetachedFromWindow() {
super.onDetachedFromWindow()
repeat(balls.size) {
val ball = balls[it]
ball.p.reset()
}
balls.clear()
if (!bitmap.isRecycled) {
bitmap.recycle()
}
}
fun startExplode() {
if (ballsClone.size > 0) {
return //防止多次點擊,需要上次執行完畢纔可以繼續下一次
}
ballsClone.addAll(balls)
postInvalidateOnAnimation()
}
}