效果图:
圣诞登录页.gif
参考文章:
Android自定义View——从零开始实现雪花飘落效果
感谢原文作者,不仅实现了效果,并且写得非常详细,还做了优化。笔者参考原文作者的源码,做了一点修改,实现了效果并加入了项目中。不过都大同小异,下面笔者会将学习和制作中的难点和注意点分享给大家。
提炼与分享:
1. 如何实现简单的物体下落:
@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); } // 隔一段时间重绘一次, 动画效果 getHandler().postDelayed(runnable, intervalTime); } } private Runnable runnable = new Runnable() { @Override public void run() { invalidate(); } }; public void drawObject(Canvas canvas){ moveObject(); canvas.drawBitmap(bitmap,presentX,presentY,null); } private void moveObject(){ moveX(); moveY(); if(presentY>parentHeight || presentX<-bitmap.getWidth() || presentX>parentWidth+bitmap.getWidth()){ reset(); } } private void moveY(){ presentY += presentSpeed; } private void moveX(){ presentX += defaultWindSpeed * Math.sin(angle); if(isAngleChange){ angle += (float) (random.nextBoolean()?-1:1) * Math.random() * 0.0025; } } private void reset(){ presentY = -objectHeight; randomSpeed(); 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) }
首先是Y轴控制竖直下落,初始的Y轴坐标是通过屏幕高度取随机值-屏幕高度来确定的。这样物体会从不同的位置下落,在相同速度的情况下,也能在不同的时间进入屏幕。
然后是X轴,正常的雪花肯定不是竖直下落,也不是折线下落,而是弧形,View中采用的sin函数的-Pi到Pi之间的值绘制弧形。x轴的初始位置通过对屏幕宽度做随机值确定。
最后在物体到底屏幕底部,或者超过屏幕左右边界时,重置物体(reset方法)。需要重置的是y轴的点,以及物体的速度,当然还有我们模拟的风力,后面会单独说。
2. 为什么要使用Builder建造者模式
其实原文已经讲得很仔细了,我们物体会有大量的参数和对应的行为方法,为了提高代码的可读性,我们将物体提取出来,作为一个单独的类。而大量的参数采用普通的构造方法去构造,实在是不知道,传入的参数究竟代表什么。而建造者模式能够解决这个问题。
FallObject.Builder builder = new FallObject.Builder(getResources().getDrawable(R.drawable.snowflake)); FallObject fallObject = builder .setSpeed(8,true) .setSize(80,80,true) .setWind(5,true) .build(); //初始化一个雪球样式的fallObject ((FallingView)findViewById(R.id.fallingView)).addFallObject(fallObject,60);//添加60个雪球对象
在这个项目中,我们将所有与下落物体相关的方法和属性全部封装在FallObject中,并且提供Builder内部类实例化。而我们的View则仅仅需要作为一个画布,提供添加下落对象的方法,重复的绘制物体即可。至于绘制的对象是要下落还是要旋转,都与View没有关系了。
3. 绘制图片并且控制其大小
绘制图片在View中是有提供方法的:canvas.drawBitmap(bitmap,presentX,presentY,null);
从方法中可以看到,我们需要的是bitmap的图片,那么,我们在修改图片大小之前,还需要先将drawable转化为bitmap。
/** * 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; }
上面是drawable转化为bitmap的代码,简单来讲就是Bitmap的采用的是工厂模式创建一个bitmap空对象,然后通过drawable将图片图像画在bitmap对象中。
/** * 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; }
上面是改变图片显示大小的方法。就是直接对bitmap的缩放操作返回新的bitmao对象。需要注意的是为了保证不失帧,新的宽高度需要按原大小等比例缩放。
4. 如何引入风的概念
/** * 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(isAngleChange){ 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; } }
正常情况下,我们的雪花不会是直线下落的,而是有轻微的弧度飘落,我们通过改变X轴的方式来实现水平位移,但是为了保证位移的平滑,我们采用了sin正弦函数计算x轴的值,采用-π/2到π/2的弧线值作为函数的角度。这个曲线值是[-1,1],可以实现雪花自由的左右弧线移动。initWindLevel是我们模拟的风力,风力值越大,雪花飘落的弧度就越大。
源码:
画布View:
package com.wusy.wusylibrary.view.FallingView;import android.content.Context;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.support.annotation.Nullable;import android.util.AttributeSet;import android.view.View;import android.view.ViewTreeObserver;import java.util.ArrayList;import java.util.List;/** * Created by XIAO RONG on 2018/12/24. */public class FallingView extends View { private Context mContext; private AttributeSet mAttrs; 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 = 10;//重绘间隔时间 private List<FallObject> fallObjects; 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; } private int measureSize(int defaultSize,int measureSpec) { int result = defaultSize; int specMode = MeasureSpec.getMode(measureSpec); int specSize = MeasureSpec.getSize(measureSpec); if (specMode == MeasureSpec.EXACTLY) { result = specSize; } else if (specMode == 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); } // 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 * view.getViewTreeObserver().addOnPreDrawListener(opdl) * 此方法在视图绘制前会被调用,测量结束,客户获取到一些数据。再计算一些动态宽高时可以使用。 * 调用一次后需要注销这个监听,否则会阻塞ui线程。 */ public void addFallObject(final FallObject fallObject, final int num) { getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() { @Override public boolean onPreDraw() { getViewTreeObserver().removeOnPreDrawListener(this); for (int i = 0; i < num; i++) { FallObject newFallObject = new FallObject(fallObject.builder,viewWidth,viewHeight); fallObjects.add(newFallObject); } invalidate(); return true; } }); } }
下落物体类:
package com.wusy.wusylibrary.view.FallingView;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;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 initWindLevel;//初始风力等级 private float angle;//下落物体角度 private boolean isAngleChange;//下落物体角度是否改变 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 float initSpeed;//初始下降速度 public float presentSpeed;//当前下降速度 public float presentX;//当前位置X坐标 public float presentY;//当前位置Y坐标 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 Bitmap bitmap; public Builder builder; private static final int defaultSpeed = 10;//默认下降速度 public FallObject(Builder builder, int parentWidth, int parentHeight){ random = new Random(); this.parentWidth = parentWidth; this.parentHeight = parentHeight; initX = random.nextInt(parentWidth);//随机物体的X坐标 initY = random.nextInt(parentHeight)- parentHeight;//随机物体的Y坐标,并让物体一开始从屏幕顶部下落 presentX = initX; presentY = initY; this.builder = builder; isSpeedRandom = builder.isSpeedRandom; isSizeRandom = builder.isSizeRandom; isAngleChange=builder.isAngleChange; initWindLevel=builder.initWindLevel; randomSpeed(); randomSize(); } private FallObject(Builder builder) { this.builder = builder; initSpeed = builder.initSpeed; bitmap = builder.bitmap; isSpeedRandom = builder.isSpeedRandom; isSizeRandom = builder.isSizeRandom; isAngleChange=builder.isAngleChange; initWindLevel=builder.initWindLevel; } /** * 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(); } } /** * Y轴上的移动逻辑 */ private void moveY(){ presentY += presentSpeed; } private void moveX(){ presentX += defaultWindSpeed * Math.sin(angle); if(isAngleChange){ angle += (float) (random.nextBoolean()?-1:1) * Math.random() * 0.0025; } } /** * 重置object位置 */ private void reset(){ presentY = -objectHeight; randomSpeed(); 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(isAngleChange){ 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; } } /** * 随机物体初始下落速度 */ private void randomSpeed(){ if(isSpeedRandom){ initSpeed = (float)((random.nextInt(3)+1)*0.1+1)* builder.initSpeed; }else { initSpeed = builder.initSpeed; } 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(); } /** * 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; } /** * 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; } public static final class Builder { private float initSpeed; private Bitmap bitmap; private boolean isSpeedRandom; private boolean isSizeRandom; private int initWindLevel;//下落物体角度 private boolean isAngleChange;//下落物体角度是否改变 public Builder(Bitmap bitmap) { this.initSpeed = defaultSpeed; this.bitmap = bitmap; } public Builder(Drawable drawable) { this.initSpeed = defaultSpeed; this.bitmap = drawableToBitmap(drawable); } /** * 设置物体的初始下落速度 * @param level * @param isAngleChange 物体初始下降速度比例是否随机 * @return */ public Builder setWind(int level,boolean isAngleChange) { this.initWindLevel = level; this.isAngleChange = isAngleChange; return this; } /** * 设置物体的初始下落速度 * @param speed * @return */ public Builder setSpeed(float 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(float speed,boolean isRandomSpeed) { this.initSpeed = speed; this.isSpeedRandom = isRandomSpeed; return this; } /** * 设置下落物体的大小 * @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; } /** * 构建FallObject * @return */ public FallObject build() { return new FallObject(this); } } }
在用户在xml中使用,Activity中实例化:
FallObject.Builder builder = new FallObject.Builder(getResources().getDrawable(R.drawable.snowflake)); FallObject fallObject = builder .setSpeed(8,true) .setSize(80,80,true) .setWind(5,true) .build(); //初始化一个雪球样式的fallObject ((FallingView)findViewById(R.id.fallingView)).addFallObject(fallObject,60);//添加50个雪球对象
<com.wusy.wusylibrary.view.FallingView.FallingView android:id="@+id/fallingView" android:layout_width="match_parent" android:layout_height="match_parent" />
作者:饮水思源为名
链接:https://www.jianshu.com/p/1c2964957197