Irc*_*ver 14 java android drawing
我的应用程序中有球只是飞过显示器.他们画出我想要的.但现在我想在他们身后画出一条痕迹.
我所能做的只是画canvas.drawPath下面的图片:
但这不是我想要的.它应该有尖尾和渐变颜色,如下所示:
我不知道怎么做.尝试过BitmapShader- 无法做出正确的事情.请帮忙.
码:
首先,有一个Point显示位置的类:
class Point {
float x, y;
...
}
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并且跟踪存储为以下队列Point:
private ConcurrentLinkedQueue<Point> trail;
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它如何填充并不重要,只要知道它有大小限制:
trail.add(position);
if(trail.size() > TRAIL_MAX_COUNT) {
trail.remove();
}
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绘图发生在DrawTrail方法中:
private void DrawTrail(Canvas canvas) {
trailPath.reset();
boolean isFirst = true;
for(Point p : trail) {
if(isFirst) {
trailPath.moveTo(p.x, p.y);
isFirst = false;
} else {
trailPath.lineTo(p.x, p.y);
}
}
canvas.drawPath(trailPath, trailPaint);
}
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顺便说一下,trailPaint真是胖油漆:)
trailPaint = new Paint();
trailPaint.setStyle(Paint.Style.STROKE);
trailPaint.setColor(color);
trailPaint.setStrokeWidth(radius * 2);
trailPaint.setAlpha(150);
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我找到了解决方案。但还是觉得这不是最好的。
首先,我的类字段用于该任务。
static final int TRAIL_MAX_COUNT = 50; //maximum trail array size
static final int TRAIL_DRAW_POINT = 30; //number of points to split the trail for draw
private ConcurrentLinkedQueue<Point> trail;
private Paint[] trailPaints;
private float[][] trailPoss, trailTans;
private Path trailPath;
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除了trailPath对象之外,我还使用PathMeasure对象将路径分割为多个相等的部分。
填充轨迹数组对象后添加了轨迹计算函数的调用。
lastTrailAdd = now;
trail.add(pos.Copy());
if (trail.size() > TRAIL_MAX_COUNT) {
trail.remove();
}
FillTrail();
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然后是我的FillTrail功能。
private void FillTrail() {
trailPath.reset();
boolean isFirst = true;
for(Point p : trail) {
if(isFirst) {
trailPath.moveTo(p.x, p.y);
trailPoss[0][0] = p.x;
trailPoss[0][1] = p.y;
isFirst = false;
} else {
trailPath.lineTo(p.x, p.y);
}
}
PathMeasure path = new PathMeasure(trailPath, false);
float step = path.getLength() / TRAIL_DRAW_POINT;
for(int i=0; i<TRAIL_DRAW_POINT; i++) {
path.getPosTan(step * i, trailPoss[i], trailTans[i]);
}
}
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它与拉丝线分离。下一个代码是绘图函数。
private void DrawTrail(Canvas canvas) {
if(trail.size() > 1) {
float prevWidthHalfX = 0f, prevWidthHalfY = 0f, prevX = 0f, prevY = 0f;
Path trailStepRect = new Path();
boolean isFirst = true;
for (int i = 0; i < TRAIL_DRAW_POINT; i++) {
float currWidthHalf = (float) (radius) * i / TRAIL_DRAW_POINT / 2f,
currWidthHalfX = currWidthHalf * trailTans[i][1],
currWidthHalfY = currWidthHalf * trailTans[i][0],
currX = trailPoss[i][0], currY = trailPoss[i][1];
if (!isFirst) {
trailStepRect.reset();
trailStepRect.moveTo(prevX - prevWidthHalfX, prevY + prevWidthHalfY);
trailStepRect.lineTo(prevX + prevWidthHalfX, prevY - prevWidthHalfY);
trailStepRect.lineTo(currX + currWidthHalfX, currY - currWidthHalfY);
trailStepRect.lineTo(currX - currWidthHalfX, currY + currWidthHalfY);
canvas.drawPath(trailStepRect, trailPaints[i]);
} else {
isFirst = false;
}
prevX = currX;
prevY = currY;
prevWidthHalfX = currWidthHalfX;
prevWidthHalfY = currWidthHalfY;
}
}
}
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其要点是用不同的油漆绘制零件的痕迹。离球越近 - 轨迹越宽。我想我会优化它,但这已经是工作了。
如果您想观看它的外观,只需从 google play 安装我的应用程序即可。