英文原文:https://blog.stylingandroid.com/snowfall/
这篇文章的发布日期是2015年的圣诞节,貌似唯一能与之匹配的就是就是在Styling Android上来点喜庆的东西。为那些不过圣诞节,或者在六月份读这篇文章的人而写 - 原谅我又调皮了。
那么问题来了,怎么才能诠释圣诞的意义呢?最明显的答案就是:一张戴了圣诞帽的照片:
虽然我觉得这张照片足以结束这篇文章了,不过我就再慷慨的来点下雪的效果吧。
我们可以在包含了这张图片的布局里添加一个自定义View来实现:
<?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context="com.stylingandroid.snowfall.MainActivity"> <ImageView android:id="@+id/image" android:layout_width="match_parent" android:layout_height="match_parent" android:layout_centerInParent="true" android:contentDescription="@null" android:scaleType="fitCenter" android:src="@drawable/tree" /> <com.stylingandroid.snowfall.SnowView android:layout_width="match_parent" android:layout_height="match_parent" android:layout_alignBottom="@id/image" android:layout_alignEnd="@id/image" android:layout_alignLeft="@id/image" android:layout_alignRight="@id/image" android:layout_alignStart="@id/image" android:layout_alignTop="@id/image" /> </RelativeLayout>
本来想在一个自定义的ImageView里面做这件事情,但是还是选择了把它们分开,这样我就不需要每次刷新动画的时候都重新渲染一遍图像。
那么就让我们看看我们的自定义View:
public class SnowView extends View { private static final int NUM_SNOWFLAKES = 150; private static final int DELAY = 5; private SnowFlake[] snowflakes; public SnowView(Context context) { super(context); } public SnowView(Context context, AttributeSet attrs) { super(context, attrs); } public SnowView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); } protected void resize(int width, int height) { Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG); paint.setColor(Color.WHITE); paint.setStyle(Paint.Style.FILL); snowflakes = new SnowFlake[NUM_SNOWFLAKES]; for (int i = 0; i < NUM_SNOWFLAKES; i++) { snowflakes[i] = SnowFlake.create(width, height, paint); } } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); if (w != oldw || h != oldh) { resize(w, h); } } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); for (SnowFlake snowFlake : snowflakes) { snowFlake.draw(canvas); } getHandler().postDelayed(runnable, DELAY); } private Runnable runnable = new Runnable() { @Override public void run() { invalidate(); } }; }
这非常简单。当View被resized的时候,我们初始化150个随即放置的SnowFlake对象。onDraw() 方法绘制所有的SnowFlake对象,然后周期性的执行invalidate()。为了不完全占用UI线程,我们在调用这个的时候稍微延迟了一点点时间。
SnowFlake的代码大致是基于 Samuel Arbesman的snowfall算法:
class SnowFlake { private static final float ANGE_RANGE = 0.1f; private static final float HALF_ANGLE_RANGE = ANGE_RANGE / 2f; private static final float HALF_PI = (float) Math.PI / 2f; private static final float ANGLE_SEED = 25f; private static final float ANGLE_DIVISOR = 10000f; private static final float INCREMENT_LOWER = 2f; private static final float INCREMENT_UPPER = 4f; private static final float FLAKE_SIZE_LOWER = 7f; private static final float FLAKE_SIZE_UPPER = 20f; private final Random random; private final Point position; private float angle; private final float increment; private final float flakeSize; private final Paint paint; public static SnowFlake create(int width, int height, Paint paint) { Random random = new Random(); int x = random.getRandom(width); int y = random.getRandom(height); Point position = new Point(x, y); float angle = random.getRandom(ANGLE_SEED) / ANGLE_SEED * ANGE_RANGE + HALF_PI - HALF_ANGLE_RANGE; float increment = random.getRandom(INCREMENT_LOWER, INCREMENT_UPPER); float flakeSize = random.getRandom(FLAKE_SIZE_LOWER, FLAKE_SIZE_UPPER); return new SnowFlake(random, position, angle, increment, flakeSize, paint); } SnowFlake(Random random, Point position, float angle, float increment, float flakeSize, Paint paint) { this.random = random; this.position = position; this.angle = angle; this.increment = increment; this.flakeSize = flakeSize; this.paint = paint; } private void move(int width, int height) { double x = position.x + (increment * Math.cos(angle)); double y = position.y + (increment * Math.sin(angle)); angle += random.getRandom(-ANGLE_SEED, ANGLE_SEED) / ANGLE_DIVISOR; position.set((int) x, (int) y); if (!isInside(width, height)) { reset(width); } } private boolean isInside(int width, int height) { int x = position.x; int y = position.y; return x >= -flakeSize - 1 && x + flakeSize <= width && y >= -flakeSize - 1 && y - flakeSize < height; } private void reset(int width) { position.x = random.getRandom(width); position.y = (int) (-flakeSize - 1); angle = random.getRandom(ANGLE_SEED) / ANGLE_SEED * ANGE_RANGE + HALF_PI - HALF_ANGLE_RANGE; } public void draw(Canvas canvas) { int width = canvas.getWidth(); int height = canvas.getHeight(); move(width, height); canvas.drawCircle(position.x, position.y, flakeSize, paint); } }
当每朵雪花初始化之后它被放在Canvas上的一个随机位置。这是为了确保在首次绘制的时候,雪花看起来像是正在进行中,而如果一开始所有的雪花都是从顶部落下的话,就会觉得雪是刚开始下的。当一片雪花离开了画布的时候,它会被重新放置在顶部横轴的一个随机位置 - 这样我们就能回收雪花,避免不必要的对象创建。
绘制每一帧的时候,我们首先为雪花的移动添加一些随机因素来模拟风吹的效果,让每片雪花稍微改变下自己的方向。然后在实际绘制雪花之前,我们执行边界检查(如果必要,把它移到上方)。
所有的常量都经过调整,知道雪花模拟达到我满意的效果为止。
运行效果如下:
youtube视频地址:https://www.youtube.com/watch?v=pk66ZziTfOw
当然,在Canvas绘制并不是渲染这类东西最高效的方法(比如使用OpenGL渲染),但是我还有礼物要打开,还有火鸡要吃所以这个只能改天再说了。
本文的源代码在这里。https://github.com/StylingAndroid/Snowfall
作者 Mark Allison。最初发表在 Styling Android。