我建立一個WPF應用程序,我想它的背景,充滿顆粒隨機:快速WPF粒子背景
- 不透明/ z順序
- 尺寸
- 速度
- 「模糊」(模糊效果)
- 方向(或路徑)
我發現什麼,我想它是a really good example,但不幸的是它在Flash和它不是免費的...
我試圖實現它,但我不能設法得到它順利 ...
所以我想知道如果任何你能幫助我提高它爲了得到它使用較少的CPU和GPU多所以它是光滑的,即使有更多的顆粒,並在全屏幕模式。
代碼 「Particle.cs」:窗口的一個組成XAML代碼:定義與它的所有屬性
public class Particle
{
public Point3D Position { get; set; }
public Point3D Velocity { get; set; }
public double Size { get; set; }
public Ellipse Ellipse { get; set; }
public BlurEffect Blur { get; set; }
public Brush Brush { get; set; }
}
XAML 「Window1.xaml」一個粒子類徑向背景和畫布以承載粒子
<Window x:Class="Particles.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window1" Height="600" Width="800" Loaded="Window_Loaded">
<Grid>
<Grid.Background>
<RadialGradientBrush Center="0.54326,0.45465" RadiusX="0.602049" RadiusY="1.02049" GradientOrigin="0.4326,0.45465">
<GradientStop Color="#57ffe6" Offset="0"/>
<GradientStop Color="#008ee7" Offset="0.718518495559692"/>
<GradientStop Color="#2c0072" Offset="1"/>
</RadialGradientBrush>
</Grid.Background>
<Canvas x:Name="ParticleHost" />
</Grid>
</Window>
代碼 「Window1.xaml.cs」:這裏一切都發生
public partial class Window1 : Window
{
// ... some var/init code...
private void Window_Loaded(object sender, RoutedEventArgs e)
{
timer.Interval = TimeSpan.FromMilliseconds(10);
timer.Tick += new EventHandler(timer_Tick);
timer.Start();
}
void timer_Tick(object sender, EventArgs e)
{
UpdateParticules();
}
double elapsed = 0.1;
private void UpdateParticules()
{
// clear dead particles list
deadList.Clear();
// update existing particles
foreach (Particle p in this.particles)
{
// kill a particle when its too high or on the sides
if (p.Position.Y < -p.Size || p.Position.X < -p.Size || p.Position.X > Width + p.Size)
{
deadList.Add(p);
}
else
{
// update position
p.Position.X += p.Velocity.X * elapsed;
p.Position.Y += p.Velocity.Y * elapsed;
p.Position.Z += p.Velocity.Z * elapsed;
TranslateTransform t = (p.Ellipse.RenderTransform as TranslateTransform);
t.X = p.Position.X;
t.Y = p.Position.Y;
// update brush/blur
p.Ellipse.Fill = p.Brush;
p.Ellipse.Effect = p.Blur;
}
}
// create new particles (up to 10 or 25)
for (int i = 0; i < 10 && this.particles.Count < 25; i++)
{
// attempt to recycle ellipses if they are in the deadlist
if (deadList.Count - 1 >= i)
{
SpawnParticle(deadList[i].Ellipse);
deadList[i].Ellipse = null;
}
else
{
SpawnParticle(null);
}
}
// Remove dead particles
foreach (Particle p in deadList)
{
if (p.Ellipse != null) ParticleHost.Children.Remove(p.Ellipse);
this.particles.Remove(p);
}
}
private void SpawnParticle(Ellipse e)
{
// Randomization
double x = RandomWithVariance(Width/2, Width/2);
double y = Height;
double z = 10 * (random.NextDouble() * 100);
double speed = RandomWithVariance(20, 15);
double size = RandomWithVariance(75, 50);
Particle p = new Particle();
p.Position = new Point3D(x, y, z);
p.Size = size;
// Blur
var blur = new BlurEffect();
blur.RenderingBias = RenderingBias.Performance;
blur.Radius = RandomWithVariance(10, 15);
p.Blur = blur;
// Brush (for opacity)
var brush = (Brush)Brushes.White.Clone();
brush.Opacity = RandomWithVariance(0.5, 0.5);
p.Brush = brush;
TranslateTransform t;
if (e != null) // re-use
{
e.Fill = null;
e.Width = e.Height = size;
p.Ellipse = e;
t = e.RenderTransform as TranslateTransform;
}
else
{
p.Ellipse = new Ellipse();
p.Ellipse.Width = p.Ellipse.Height = size;
this.ParticleHost.Children.Add(p.Ellipse);
t = new TranslateTransform();
p.Ellipse.RenderTransform = t;
p.Ellipse.RenderTransformOrigin = new Point(0.5, 0.5);
}
t.X = p.Position.X;
t.Y = p.Position.Y;
// Speed
double velocityMultiplier = (random.NextDouble() + 0.25) * speed;
double vX = (1.0 - (random.NextDouble() * 2.0)) * velocityMultiplier;
// Only going from the bottom of the screen to the top (for now)
double vY = -Math.Abs((1.0 - (random.NextDouble() * 2.0)) * velocityMultiplier);
p.Velocity = new Point3D(vX, vY, 0);
this.particles.Add(p);
}
private double RandomWithVariance(double midvalue, double variance)
{
double min = Math.Max(midvalue - (variance/2), 0);
double max = midvalue + (variance/2);
double value = min + ((max - min) * random.NextDouble());
return value;
}
}
非常感謝!