基于FairyGUI + Laya的烟花喷射动效

贝塞尔曲线类

export type pos = {
  x: number; 
  y: number;
}

export class BezierPath {
  /**
  * 创建几个选定坐标点沿着贝塞尔曲线的坐标集
  * @param anchorpoints 关键坐标点(比如开始点,最高峰值点,结束点)
  * @param pointsAmount 需要沿着曲线创建的坐标点数量(数字越大,则运动轨迹越精确)
  */
  private static CreateBezierPoints(anchorpoints: pos[], pointsAmount: number): Array<pos> {
    const points = new Array<pos>();
    let point: pos;
    for (let i = 0; i < pointsAmount; ++i) {
      point = this.MultiPointBezier(anchorpoints, i / pointsAmount);
      points.push(point);
    }
    return points;
  }

  private static MultiPointBezier(points: pos[], t: number): pos {
    let x = 0;
    let y = 0;
    let point: pos;
    const len = points.length;
    for (let i = 0; i < len; ++i) {
      point = points[i];
      x += point.x * Math.pow(1 - t, len - 1 - i) * Math.pow(t, i) * this.erxiangshi(len - 1, i);
      y += point.y * Math.pow(1 - t, len - 1 - i) * Math.pow(t, i) * this.erxiangshi(len - 1, i);
    }
    return { x: x, y: y };
  }

  private static erxiangshi(start: number, end: number): number {
    let cs = 1;
    let bcs = 1;
    while (end > 0) {
      cs *= start;
      bcs *= end;
      start--;
      end--;
    }
    return cs / bcs;
  }

  /**
   * 为MovieClip组件创建贝塞尔曲线运动缓动动画
   * @param oObject 运动UI
   * @param startPoint 开始位置
   * @param highPoint 曲线运动的波峰、最高点
   * @param endPoint 结束位置
   * @param pointAmount 运动的点位数,越高精度越高,速度越慢,默认60点,大于3点
   * @param endFunc 动画结束后的回调函数
   */
  public static CreateTweenToBezier(
    oObject: fgui.GMoviewClip,
    startPoint: pos,
    highPoint: pos,
    endPoint: pos,
    pointAmount = 60,
    endFunc ?: Laya.Handler
  ): void {
    if (pointAmount <= 3) {
      console.log("输入点小于3,不创建");
      return;
    }
    const points = this.CreateBezierPoints([startPoint, highPoint, endPoint], pointAmount);
    let endP = points.shift();
    const CMDcontroler = new Array<Laya.Handler>(); //缓动动画管理器
    while (points.length > 0) {
      CMDcontroler.push(
        Laya.Handler.create(
          this,
          (endP: pos) => {
            Laya.Tween.to(
              oObject,
              {
                x: endP.x,
                y: endP.y,
              }
              1,
              Laya.Ease.linearIn,
              Laya.Handler.create(this, () => {
                if (CMDcontroler.length > 0) {
                  CMDcontroler.shift().run();
                } else {
                  if (endFunc) {
                    endFunc.run();
                  }
                }
              })
            );
          },
          [endP]
        )
      );
      endP = points.shift();
    }
    CMDcontroler.shift().run();
  }
}

动效控制类

import UI_MoneyDownAnim from "FGUI/UI_MoneyDownAnim";
import { BezierPath, pos } from "BezierPath"

export class MoneyDownAnimCtrl {
  private _obj: UI_MoneyDownAnim;
  private _startPos: pos;
  
  private resPool: Array<fgui.GMovieClip>; //对象缓冲池
  private poolSize = 10;
  
  private minNums = 5; //最低金币数
  private maxNums = 8; //最多金币数
  private gapTimes = 5000; //间隔时间,单位:毫秒

  //落点x坐标
  private endRangeMinX = 10;
  private endRangeMaxX = 390;
  //落点y坐标
  private endRangeMinY = 270;
  private endRangeMaxY = 290;

  private items: Array<fgui.GMovieClip>; //实际演示数组

  constructor(obj: UI_MoneyDownAnim) {
    this._obj = obj;
    this._startPos = {
      x: obj.m_startPoint.x,
      y: obj.m_startPoint.y,
    };
    this.items = new Array<fgui.GMovieClip>();
    this.initResPool();
}

private refreshPos(clip: fgui.GMovieClip): void {
  clip.x = this._startPos.x;
  clip.y = this._startPos.y;
}

private initClip(clip: fgui.GMovieClip): void {
  this._obj.addChild(clip);
  clip.visible = false;
  clip.playing = false;
  clip.width = 30;
  clip.height = 30;
  this.refreshPos(clip);
}

private initResPool(): void {
  this.resPool = new Array<fgui.GMovieClip>();
  let clip: fgui.GMovieClip;
  for (let i = 0; i < this.poolSize; ++i) {
    clip = fgui.UIPackage.createObject("MainMenu", "MoneyAnim").asMovieClip;
    this.initClip(clip);
    this.resPool.push(clip);
  }
}

private getClipFromPool(): fgui.GMovieClip {
  let clip: fgui.GMovieClip;
  if (this.resPool.length === 0) {
    clip = fgui.UIPackage.createObject("MainMenu", "MoneyAnim").asMovieClip);
    this.initClip(clip);
  } else {
    clip = this.resPool.shift();
  }
  clip.playing = true;
  clip.visible = true;
  return clip;
}

private removeClipToPool(clip: fgui.GMovieClip): void {
  clip.playing = false;
  clip.visible = false;
  this.refreshPos(clip);
  this.resPool.push(clip);
}

private getRandomForm(min: number, max: number): number {
  return Math.floor(Math.random() * (max - min + 1) + min);
}

//获取随机金币数
private refreshItems(): void {
  this.items.length = 0;
  const nums = this.getRandomForm(this.minNums, this.maxNums);
  for (let i = 0; i < nums; ++i) {
    this.items.push(this.getClipFormPool());
  }
}

private playAnim(): void {
  this.refreshItems();
  let endPoint: pos;
  let highPoint: pos;
  this.items.forEach((clip) => {
    endPoint = {
      x: this.getRandomForm(this.endRangeMinX, this.endRangeMaxX),
      y: this.getRandomForm(this.endRangeMinY, this.endRangeMaxY),
    };
    highPoint = {
      x: (endPoint.x + this._startPos.x) / 2,
      y: this._startPos.y - this.getRandomForm(100, 170),
    };
    BezierPath.CreateTweenToBezier(
      clip,
      this._startPos,
      highPoint,
      endPoint,
      60,
      Laya.Handler.create(
        this,
        (clip: fgui.GMovieClip) => {
          this.removeClipToPool(clip);
        },
        [clip]
      )
    );
  });
}

public play(): void {
  Laya.timer.loop(this.gapTimes, this, this.playAnim);
}

public stop(): void {
  Laya.timer.clear(this, this.playAnim);
  this.items.forEach((val) => {
    Laya.Tween.clearAll(val);
    this.removeClipToPool(val);
    });
  }
}
posted @   源城  阅读(357)  评论(0编辑  收藏  举报
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