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libgdx之粒子特效

 
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原文链接http://blog.csdn.net/cng1991/article/details/7298955

今天看libgdx时看到了libgdx的粒子特效,效果蛮好的。它的粒子效果有专门的编辑器。

废话不多,就讲下如何实现的吧。

首先到http://code.google.com/p/libgdx/wiki/ParticleEditor下载粒子的编辑器,点击Run JWS即可下载particle-editor.jnlp。

然后打开particle-editor.jnlp,当然这需要java的环境,然后编辑效果,这工具的使用方法自己去摸索吧,很简单的。然后将编辑好的效果保存为particle.p文件。放在android工程中的assets/data目录下。

然后贴上代码:

package com.cng;





import android.os.Bundle;

import com.badlogic.gdx.ApplicationListener; 
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.g2d.ParticleEffect;
import com.badlogic.gdx.graphics.g2d.ParticleEmitter;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.Array;




public class MyGameActivity extends AndroidApplication {
	 
	class MyGameListen implements ApplicationListener
	{
		SpriteBatch batch;
		ParticleEffect effect;
		int index;
		Array<ParticleEmitter> emitters;
		int count;
		@Override
		public void render () {
			batch.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
			Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
			batch.begin();
			effect.draw(batch, Gdx.graphics.getDeltaTime());
			batch.end();
		}

		@Override
		public void create () 
		{
			batch=new SpriteBatch();
			effect=new ParticleEffect();
			effect.load(Gdx.files.internal("data/particle.p"), Gdx.files.internal("data/"));
			effect.setPosition(Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2);
			
			emitters=new Array<ParticleEmitter>(effect.getEmitters());
			effect.getEmitters().clear();
			effect.getEmitters().add(emitters.get(index));
			
			InputProcessor inputProcessor=new InputProcessor()
			{
				
				@Override
				public boolean touchUp(int arg0, int arg1, int arg2, int arg3)
				{
					return false;
				}
				
				@Override
				public boolean touchMoved(int arg0, int arg1)
				{
					return false;
				}
				
				@Override
				public boolean touchDragged(int arg0, int arg1, int arg2)
				{
					effect.setPosition(arg0, Gdx.graphics.getHeight()-arg1);
					return false;
				}
				
				@Override
				public boolean touchDown(int arg0, int arg1, int arg2, int arg3)
				{
					ParticleEmitter emitter=emitters.get(index);
					count+=100;
					if(count>emitter.getMaxParticleCount())
						emitter.setMaxParticleCount(count*2);
					count=Math.max(0, count);
					emitter.getEmission().setHigh(count/emitter.getLife().getHighMax()*1000);
					effect.getEmitters().clear();
					effect.getEmitters().add(emitter);
					return false;
				}
				
				@Override
				public boolean scrolled(int arg0)
				{
					// TODO Auto-generated method stub
					return false;
				}
				
				@Override
				public boolean keyUp(int arg0)
				{
					// TODO Auto-generated method stub
					return false;
				}
				
				@Override
				public boolean keyTyped(char arg0)
				{
					// TODO Auto-generated method stub
					return false;
				}
				
				@Override
				public boolean keyDown(int arg0)
				{
					// TODO Auto-generated method stub
					return false;
				}
			};
			Gdx.input.setInputProcessor(inputProcessor);
		}

		@Override
		public void dispose()
		{
			// TODO Auto-generated method stub
			
		}

		@Override
		public void pause()
		{
			// TODO Auto-generated method stub
			
		}

		@Override
		public void resize(int arg0, int arg1)
		{
		}

		@Override
		public void resume()
		{
			
		}

	}
	
	
	@Override
	protected void onCreate(Bundle savedInstanceState)
	{
		super.onCreate(savedInstanceState);
		initialize(new MyGameListen(), false);
	}
	
}
这样即可得到粒子效果。效果如下图:


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