我想使用和发动机的粒子系统创建飞溅(如在溅水中)。

我已经检查了粒子系统示例,但不确定要使用粒子系统创建水的溅起影响需要做什么。

有任何想法吗?

有帮助吗?

解决方案

我不知道有任何水飞溅模拟算法,所以我会做我的想法,但是您必须修改才能使其看起来真实。

2D中的水飞溅动画会从一个位置产生许多小水滴,然后以初始速度向不同方向发送每个位置,然后每个水滴慢慢降低并逐渐消失。

尝试一下:

public ParticleSystem createParticleSystem(final TextureRegion waterDropTextureRegion) {
    //X & Y for the particles to spawn at.
    final float particlesXSpawn = 400;
    final float particlesYSpawn = 300;

    //Max & min rate are the maximum particles per second and the minimum particles per second.
    final float maxRate = 10;
    final float minRate = 5;

    //This variable determines the maximum particles in the particle system.
    final int maxParticles = 100;

    //Particle emitter which will set all of the particles at a ertain point when they are initialized.
    final PointParticleEmitter pointParticleEmtitter = new PointParticleEmitter(particlesXSpawn, particlesYSpawn);

    //Creating the particle system.
    final ParticleSystem particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, waterDropTextureRegion);

    //And now, lets create the initiallizers and modifiers.
    //Velocity initiallizer - will pick a random velocity from -20 to 20 on the x & y axes. Play around with this value.
    particleSystem.addParticleInitializer(new VelocityInitializer(-20, 20, -20, 20));

    //Acceleration initializer - gives all the particles the earth gravity (so they accelerate down).
    particleSystem.addParticleInitializer(new GravityInitializer());

    //And now, adding an alpha modifier, so particles slowly fade out. This makes a particle go from alpha = 1 to alpha = 0 in 3 seconds, starting exactly when the particle is spawned.
    particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 3));

    //Lastly, expire modifier. Make particles die after 3 seconds - their alpha reached 0.
    particleSystem.addParticleModifier(new ExpireModifier(3));  

    return particleSystem;
}

我没有测试过,但是我认为它可以使用。尝试使用值播放,以找到看起来真实性的动画。

该方法收到一个参数,是每个粒子的现成纹理区域,就您而言,我想这是水滴。

调用此方法并获得一个 ParticleSystem, ,只需将其连接到您的场景:

final ParticleSystem particleSystem = createParticleSystem(...);
scene.attachChild(particleSystem);
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