# FireWorks **Repository Path**: mandysss/FireWorks ## Basic Information - **Project Name**: FireWorks - **Description**: No description available - **Primary Language**: Unknown - **License**: Apache-2.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-09-22 - **Last Updated**: 2021-09-22 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README \[自定义view\]在canvas中实现高性能的烟花/粒子特效 ================================ 新年到了,本文将展示通过自定义view绘制烟花效果的案例,同时介绍一种优化canvas绘制时的性能的方法. #### 效果展示 ![预览](/screen/1.gif) 每点击一下屏幕会产生一枚烟花,烟花飞到最上空会炸裂成60~100个碎片, 同屏可能有上千个粒子在不停更新它的位置. #### 项目地址 [github](https://github.com/hotstu/FireWorks) #### 代码分析 1. 首先项目结构 ```bash └─fireworks ColorfullView.java -自定义的view Firework.java -对烟花建立模型 MainActivity.java Particle.java -粒子 PContext.java -工具类 PVector.java -向量类 ``` 2. 使用GestureDetector处理用户输入,每点击一次在当前位置创建一枚烟花\ ```java 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; } }); ``` 3. FireWork类包含两个属性 ```java ArrayList particles; // 炸开后的粒子 Particle firework; // 炸开前的粒子 ``` 4. Particle类具有随机的颜色、大小、速度以接近真实 5. 每绘制一帧会调用FireWork的run方法,该方法中会调用当前粒子的update和display方法 ```java 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);//碎片个数 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 {//炸裂后 if (firstExplode) {//屏幕一闪 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); } } } } ``` #### 性能优化 这时候功能基本实现了,剩下的就是将每一个烟花绘制在canvas上,通常我们会这样写 ```java @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); } } ``` 然而你会发现性能很糟糕,帧数随着粒子数的增加直线下降直到个位数,优化如下 ```java @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); } } ``` #### Thanks some codes were from [Daniel Shiffman](https://github.com/shiffman)