int effect, gridWidth, num, currentGridWidth,
gridHeight, currentGridHeight, deltaWidth,
deltaHeight, row, col, sx, sy, sw, sh;
int scnWidth = MY_SCREEN_WIDTH;
int scnWidth_Half = MY_SCREEN_WIDTH / 2;
int scnHeight = MY_SCREEN_HEIGHT;
int scnHeight_Half = MY_SCREEN_HEIGHT / 2;
/**
* 初始化
*/
private void initEffect() {
//subSelected = 0;
// effect = getRandom(0, 20);
effect = Math.abs(random.nextInt()) % 21;
// System.out.println("Effect::" + effect);
// effect = 19 + (ran.nextInt() >>> 1) % 2;
// effect = 2;
switch (effect) {
default:
break;
case 0: {
// 水平单一百叶窗效果
gridWidth = scnWidth >> 2; // 每一条
num = 4;
currentGridWidth = 0;
gridHeight = 0;
currentGridHeight = 0;
if (scnWidth == 176) {
//deltaWidth = 8;
deltaWidth = 8;
} else if (scnWidth == 128) {
deltaWidth = 2;
} else {
deltaWidth = 3;
}
}
break;
case 1: {
// 竖直单一百叶窗效果
gridHeight = scnHeight >> 2;
num = 4;
currentGridHeight = 0;
currentGridWidth = 0;
gridWidth = 0;
if (scnWidth == 176) {
deltaHeight = 8;
} else if (scnWidth == 128) {
deltaHeight = 2;
} else {
deltaHeight = 3;
}
}
break;
case 2: {
// 纵横百叶窗效果
gridWidth = scnWidth >> 1;
gridHeight = scnHeight >> 1;
currentGridWidth = 0;
currentGridHeight = 0;
num = 2;
if (scnWidth == 176) {
deltaWidth = 11;
deltaHeight = 13;
} else if (scnWidth == 128) {
deltaWidth = 4;
deltaHeight = 4;
} else {
deltaWidth = 8;
deltaHeight = 9;
}
}
break;
[您有足够的威望或权限浏览此文章, 以下是加密内容:]
case 3:
case 4: {
// 内聚/外散效果
gridWidth = scnWidth >> 1;
gridHeight = scnHeight >> 1;
currentGridWidth = 0;
currentGridHeight = 0;
// num = 4;
if (scnWidth == 176) {
deltaWidth = 9;
deltaHeight = 11;
} else if (scnWidth == 128) {
deltaWidth = 4;
deltaHeight = 4;
} else {
deltaWidth = 9;
deltaHeight = 11;
}
}
break;
case 5:
case 6: {
// 从左/右抽出
currentGridWidth = 0;
gridWidth = scnWidth;
// col = 1;
if (scnWidth == 176) {
deltaWidth = 16;
} else if (scnWidth == 128) {
deltaWidth = 16;
} else {
deltaWidth = 16;
}
}
break;
case 7:
case 8: {
// 从上/下抽出
currentGridHeight = 0;
gridHeight = scnHeight;
// row = 1;
deltaHeight = 16;
}
break;
case 9: // 从上下往中央
case 10: {
// 中央往上下
currentGridHeight = 0;
gridHeight = scnHeight_Half;
deltaHeight = 8;
}
break;
case 11: // 左右往中央
case 12: {
// 中央往左右
currentGridWidth = 0;
gridWidth = scnWidth_Half;
deltaWidth = 8;
}
break;
case 13: // 加号往外
case 14: {
// 加号往内
currentGridHeight = currentGridWidth = 0;
gridWidth = scnWidth_Half;
gridHeight = scnHeight_Half;
if (scnWidth == 176) {
deltaWidth = 11;
deltaHeight = 13;
} else if (scnWidth == 128) {
deltaWidth = deltaHeight = 8;
} else {
deltaWidth = 11;
deltaHeight = 13;
}
}
break;
case 15: {
// 从右上抽入
}
case 16: {
// 从左上抽入
}
case 17: {
// 从右下抽入
}
case 18: {
// 从左下抽入
currentGridHeight = currentGridWidth = 0;
gridWidth = scnWidth;
gridHeight = scnHeight;
if (scnWidth == 176) {
deltaWidth = 11;
deltaHeight = 13;
} else if (scnWidth == 128) {
deltaWidth = deltaHeight = 8;
} else {
deltaWidth = 11;
deltaHeight = 13;
}
}
break;
case 19: {
// 水平梳理
currentGridWidth = 0;
gridWidth = scnWidth;
gridHeight = scnHeight >> 2;
row = 4;
if (scnWidth == 176) {
deltaWidth = 22;
} else if (scnWidth == 128) {
deltaWidth = 8;
} else {
deltaWidth = 8;
}
}
break;
case 20: {
// 垂直梳理
currentGridHeight = 0;
gridHeight = scnHeight;
gridWidth = scnWidth >> 2;
col = 4;
if (scnWidth == 176) {
deltaHeight = 26;
} else if (scnWidth == 128) {
deltaHeight = 8;
} else {
deltaHeight = 8;
}
}
break;
}
// 这里保证在过场动画显示过程中不会受到玩家按键的影响
//cleanKeyStates(13);
// gg.setClip(0, 0, scnWidth, scnHeight);
}
private void doPaintInterludeEffect() {
switch (gameStates) {
case -1:
break;
case 0:
paintLogo();
break;
case 1:
paintLoading();
break;
case 2:
paintMainMenu();
break;
case 3:
paintHelp();
break;
case 4:
paintAbout();
break;
case 5:
paintIntroduction();
break;
case 6:
paintGuide();
break;
case 7:
paintControl();
break;
case 8:
paintCustom();
break;
case 9:
paintStaff();
break;
case 10:
paintOption();
break;
case 11:
paintMain();
break;
/*********************** 玩家更新 ***********************/
case GS_P_NAV: // 玩家选择单位
paintGS_P_NAV();
break;
case GS_SYS_MENU: // 选择了空地,出现系统菜单
paintGS_SYS_MENU();
break;
case GS_P_SLT_MOV: // 玩家选择移动目标
paintGS_P_SLT_MOV();
break;
case GS_P_MOVING: // 玩家单位移动中
paintGS_P_MOVING();
break;
case GS_P_CONFIRM_MOV: // 玩家确定移动菜单
paintGS_P_CONFIRM_MOV();
break;
case GS_P_SLT_TARGET: // 玩家选择攻击目标
paintGS_P_SLT_TARGET();
break;
/********************** 敌人更新 *********************/
case GS_E_NAV: // 敌人选择单位
paintGS_E_NAV();
break;
case GS_E_MOVING: // 敌人移动
paintGS_E_MOVING();
break;
/********************** 公有更新 *********************/
case GS_FIGHTING: // 战斗
paintGS_FIGHTING();
break;
case GS_VIEW_UNIT_INFO: // 查看单位信息
paintGS_VIEW_UNIT_INFO();
break;
/********************** 事件相关更新 *******************/
case GS_TALK: // 对话
paintGS_TALK();
break;
case GS_MOV: // 控制单位移动
paintGS_MOV();
break;
case GS_FLASH_CELL: // 地块闪动
paintGS_FLASH_CELL();
break;
}
}
/**
* 画各种菜单/场景切换动画
*
* @author 薛永
*
*
*/
private void interludeEffect() {
gg.setClip(0, 0, scnWidth, scnHeight);
switch (effect) {
default:
break;
case -1: {
// 特效完毕
sx = 0;
sy = 0;
sw = scnWidth;
sh = scnHeight;
switch (gameStates) {
case -1:
break;
case 0:
paintLogo();
break;
case 1:
paintLoading();
break;
case 2:
paintMainMenu();
break;
case 3:
paintHelp();
break;
case 4:
paintAbout();
break;
case 5:
paintIntroduction();
break;
case 6:
paintGuide();
break;
case 7:
paintControl();
break;
case 8:
paintCustom();
break;
case 9:
paintStaff();
break;
case 10:
paintOption();
break;
case 11:
paintMain();
break;
/*********************** 玩家更新 ***********************/
case GS_P_NAV: // 玩家选择单位
paintGS_P_NAV();
break;
case GS_SYS_MENU: // 选择了空地,出现系统菜单
paintGS_SYS_MENU();
break;
case GS_P_SLT_MOV: // 玩家选择移动目标
paintGS_P_SLT_MOV();
break;
case GS_P_MOVING: // 玩家单位移动中
paintGS_P_MOVING();
break;
case GS_P_CONFIRM_MOV: // 玩家确定移动菜单
paintGS_P_CONFIRM_MOV();
break;
case GS_P_SLT_TARGET: // 玩家选择攻击目标
paintGS_P_SLT_TARGET();
break;
/********************** 敌人更新 *********************/
case GS_E_NAV: // 敌人选择单位
paintGS_E_NAV();
break;
case GS_E_MOVING: // 敌人移动
paintGS_E_MOVING();
break;
/********************** 公有更新 *********************/
case GS_FIGHTING: // 战斗
paintGS_FIGHTING();
break;
case GS_VIEW_UNIT_INFO: // 查看单位信息
paintGS_VIEW_UNIT_INFO();
break;
/********************** 事件相关更新 *******************/
case GS_TALK: // 对话
paintGS_TALK();
break;
case GS_MOV: // 控制单位移动
paintGS_MOV();
break;
case GS_FLASH_CELL: // 地块闪动
paintGS_FLASH_CELL();
break;
}
}
break;
case 1: {
// 水平百叶窗
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
for (int i = num; --i >= 0; ) {
// gg.setColor(color);
// gg.fillRect(0, i * gridLen, scnWidth, currentGridLen);
sx = 0;
sy = i * gridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, i * gridHeight, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
} else {
effect = -1;
}
}
break;
case 0: {
// 垂直百叶窗
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
for (int i = num; --i >= 0; ) {
// gg.setColor(color);
sx = i * gridWidth;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(i * gridWidth, 0, currentGridWidth, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
} else {
effect = -1;
}
}
break;
case 2: {
// 水平纵横交错百叶窗
if (currentGridHeight < gridHeight) {
// S60:: 176 * 208
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
// S40:: 128 * 128
// currentGridHeight += 4;
// currentGridWidth += 4;
for (int i = num; --i >= 0; ) {
for (int j = num; --j >= 0; ) {
sx = j * gridWidth;
sy = i * gridHeight;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(j * gridWidth, i * gridHeight,
currentGridWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
}
} else {
effect = -1;
}
}
break;
case 3: {
// 内聚效果
if (currentGridHeight < gridHeight) {
// S60:: 176 * 208
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
// S40::128 * 128
// currentGridHeight += 4;
// currentGridWidth += 4;
sx = scnWidth_Half - currentGridWidth;
sy = scnHeight_Half - currentGridHeight;
sw = currentGridWidth << 1;
sh = currentGridHeight << 1;
gg.setClip(scnWidth_Half - currentGridWidth, scnHeight_Half
- currentGridHeight, currentGridWidth << 1,
currentGridHeight << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
// for (int i = num; --i >= 0;) {
// for (int j = num; --j >= 0;) {
// gg.setClip(scnWidth_Half - currentGridWidth,
// scnHeight_Half - currentGridHeight,
// currentGridWidth << 1, currentGridHeight << 1);
// doPaintCreatePlayer();
// gg.setClip(0, 0, scnWidth, scnHeight);
// }
// }
} else {
effect = -1;
}
}
break;
case 4: {
// 外散效果
if (currentGridHeight < gridHeight) {
// S60::176 * 208
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
// S40::128 * 128
// currentGridHeight += 4;
// currentGridWidth += 4;
sx = 0;
sy = 0;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, 0, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = currentGridHeight;
sw = currentGridWidth;
sh = (scnHeight_Half - currentGridHeight) << 1;
gg.setClip(0, currentGridHeight, currentGridWidth,
(scnHeight_Half - currentGridHeight) << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = scnWidth - currentGridWidth;
sy = currentGridHeight;
sw = currentGridWidth;
sh = (scnHeight_Half - currentGridHeight) << 1;
gg.setClip(scnWidth - currentGridWidth, currentGridHeight,
currentGridWidth,
(scnHeight_Half - currentGridHeight) << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 5: {
// 从左抽出
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = 0;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(0, 0, currentGridWidth, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 6: {
// 从右抽出
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 7: {
// 从上抽出
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = 0;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, 0, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 8: {
// 从下抽出
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 9: {
// 上下往中央
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = 0;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, 0, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 10: {
// 中央往上下
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = gridHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight << 1;
gg.setClip(0, gridHeight - currentGridHeight, scnWidth,
currentGridHeight << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 11: {
// 左右往中央
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = 0;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(0, 0, currentGridWidth, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 12: {
// 中央往左右
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = gridWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth << 1;
sh = scnHeight;
gg.setClip(gridWidth - currentGridWidth, 0,
currentGridWidth << 1, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 13: {
// 加号向外
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = 0;
sy = gridHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight << 1;
gg.setClip(0, gridHeight - currentGridHeight, scnWidth,
currentGridHeight << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = gridWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth << 1;
sh = gridHeight - currentGridHeight;
gg.setClip(gridWidth - currentGridWidth, 0,
currentGridWidth << 1, gridHeight - currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = gridWidth - currentGridWidth;
sy = gridHeight + currentGridHeight;
sw = currentGridWidth << 1;
sh = gridHeight - currentGridHeight;
gg.setClip(gridWidth - currentGridWidth, gridHeight
+ currentGridHeight, currentGridWidth << 1, gridHeight
- currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 14: {
// 加号向内
if (currentGridWidth < gridWidth) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
int _width = currentGridWidth;
int _height = currentGridHeight;
sx = 0;
sy = 0;
sw = _width;
sh = _height;
gg.setClip(0, 0, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = _width;
sh = _height;
gg.setClip(0, scnHeight - currentGridHeight, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = _width;
sh = _height;
gg.setClip(scnWidth - currentGridWidth, 0, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnWidth);
sx = scnWidth - currentGridWidth;
sy = scnHeight - currentGridHeight;
sw = _width;
sh = _height;
gg.setClip(scnWidth - currentGridWidth, scnHeight
- currentGridHeight, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 15: {
// 向右上抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, currentGridWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 16: {
// 向左上抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = gridWidth - currentGridWidth;
sy = gridHeight - currentGridHeight;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(gridWidth - currentGridWidth, gridHeight
- currentGridHeight, currentGridWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 17: {
// 向右下抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = 0;
sy = 0;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(0, 0, currentGridWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 18: {
// 向左下抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 19: {
// 水平梳理
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
for (int i = row; --i >= 0; ) {
if ((i & 1) == 0) {
sx = 0;
sy = (i) * gridHeight;
sw = currentGridWidth;
sh = gridHeight;
gg.setClip(0, (i) * gridHeight, currentGridWidth,
gridHeight);
} else {
sx = scnWidth - currentGridWidth;
sy = (i) * gridHeight;
sw = currentGridWidth;
sh = gridHeight;
gg.setClip(scnWidth - currentGridWidth, (i)
* gridHeight, currentGridWidth, gridHeight);
}
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
} else {
effect = -1;
}
}
break;
case 20: {
// 垂直梳理
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
for (</pr
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在UE4(Unreal Engine 4)中,过场动画是一种强大的工具,用于在游戏或交互式体验中呈现非玩家控制的剧情、过渡效果或重要事件。这些动画通常结合了关卡设计、摄像机控制、角色动画以及视频渲染等多个方面,以创造出...
**UE4 Matinee & 过场动画** UE4(Unreal Engine 4)是Epic Games开发的一款强大的游戏引擎,广泛应用于游戏制作、虚拟现实、影视特效等领域。在UE4中,Matinee是一个内置的过场动画工具,它允许开发者创建复杂的...
过场动画编辑是游戏开发和电影制作中一个重要的环节,它负责在叙事过程中连接不同的场景,为玩家或观众提供故事的过渡和情感的渲染。在本文中,我们将深入探讨过场动画编辑,尤其是与Unity(u3dpackage)相关的技术...
综上所述,“冰火围城过场动画资源”包含了构建游戏过场动画所必需的各种元素:shaders负责渲染特效和光照,材质定义物体表面的视觉特性,图片提供视觉细节,而meshes则构建了3D模型的基础。通过合理利用和优化这些...
为了在应用中实现过场动画,开发者通常会使用编程语言中的图形库或框架,例如Android的Android Animation API,iOS的Core Animation,或是Unity3D等游戏引擎。这些工具提供了丰富的动画控制功能,包括帧速率控制、...
在创建动态、引人入胜的游戏场景时,过场动画扮演着至关重要的角色。"Unity3D使用Timeline实现过场动画"的主题涉及到如何运用Unity的创新工具Timeline和Cinemachine来制作流畅、专业的过渡效果。 Timeline是Unity3D...
6. **应用场景**:这些粒子效果帧动画可以被集成到2D或3D游戏引擎中,用于角色技能、环境交互、过场动画等场景。例如,烟花可用于庆祝胜利的场景,爆炸可以是战斗中的特效,而漂浮物则可能出现在梦幻或自然的背景中...
这种纯H5实现的视频动画效果适用于多种场景,如产品演示、广告、教育内容、游戏过场动画等,尤其适合短片段制作,因为它们加载快速且跨平台兼容性良好。 总结,使用纯H5实现视频动画效果,结合HTML5的`<video>`元素...
例如,在过场动画中,3D动画可以用来展示场景变换、角色动作或者信息提示,提升用户体验。高质量的3D动画需要考虑帧率、平滑度以及与用户交互的响应性。 "空间拾取"则是指用户在3D环境中通过鼠标、触摸或其他输入...
2. 娱乐媒体:网络游戏中,作为过场动画,展现游戏进程或角色的成长。 3. 营销推广:企业宣传视频中,用撕开日历的方式展示产品发布会、促销活动等关键日期。 4. 设计作品:平面设计师可能会将这个效果应用于电子...
例如,在网页加载时的动态效果、游戏过场动画、信息图表的交互展示等方面,都可以看到遮罩技术的巧妙运用。 7. **学习方法**: 学习这个源文件,可以从以下几个方面入手: - 分析结构:查看不同图层,了解遮罩层...
在游戏场景中,Timeline可以用来制作过场动画、角色行为序列或游戏逻辑流程。它允许开发者以时间轴的方式直观地组织和控制音频、视频、动画和脚本事件,为游戏设计带来了更高的灵活性和控制力。 4. **Unity动画系统...
这种技术常用于2D游戏或某些特殊的3D动画效果,例如像素动画或者低帧率的过场动画。 描述中提到的关键点有两个: 1. `frames : Texture[]`:这是一个在Unity3D中声明的数组,用于存储一系列的纹理(Texture)对象。...
动画过渡是使游戏动作流畅的关键,包括角色动作、物件交互、过场动画等。骨骼动画系统是常用的技术,通过绑定骨骼和模型,可以实现灵活的动作控制。物理模拟则让游戏世界更接近现实,如碰撞检测、重力模拟等,让玩家...
《Cutscene Creator uSequencer 1.2.6:打造引人入胜的游戏过场动画》 在游戏开发领域,过场动画(Cutscene)是讲述故事、展现剧情转折和角色互动的重要手段。Cutscene Creator uSequencer 1.2.6是一款专为游戏...
6. **实时预览**:开发者可以直接在Unity编辑器中预览动画,无需导出或运行游戏,这有助于及时调整和优化动画效果。 7. **兼容性与性能**:Puppet2D v2.0与Unity的其他组件和系统无缝集成,如Sprite Renderer和物理...
使用这些豹子和姑娘跑动的PNG素材,你可以创造出富有动感的场景,例如游戏过场动画、教学演示或动态图标。 需要注意的是,由于这些素材仅包含图像文件,不包括任何代码或动画播放逻辑,因此在实际应用中,开发者...
- **游戏**:现代游戏中的过场动画、角色模型等几乎都是CG产物。 - **广告**:许多商业广告利用CG技术来创造引人注目的视觉效果。 #### 3. 游戏CG故事剧情动画的价值 - **增强沉浸感**:通过精美的CG动画讲述游戏...
2. **js图片轮播:VCD包装盒个性幻灯片**:虽然这不是一个游戏,但它展示了JavaScript如何创建动态的图片展示效果,这对于游戏中的过场动画或者背景切换等场景非常有用。 3. **CSS3打造百度贴吧的3D翻牌效果**:这...
例如,它可以作为网站的欢迎页面,也可以作为游戏中的过场动画,甚至可以用于虚拟现实的模拟操作,提供更直观的交互体验。 总的来说,3D开门动画(swf)是一个融合了3D技术、ActionScript编程和音效设计的综合实例,...