How should I render a 2D flashlight effect?

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無奈伤痛
無奈伤痛 2021-02-11 01:03

I\'m trying to make a flashlight effect in my 2D game. My flashlight is represented as a line segment extending from the entity at a specific angle. The flashlight can point in

2条回答
  •  迷失自我
    2021-02-11 02:01

    If the graphic element is a BufferedImage or Graphics2D instance, you might approach it like this.

    Flashlight using incandescent (yellow) beam

    Flashlight using halogen (blue) beam

    import java.awt.*;
    import java.awt.geom.*;
    import java.awt.image.BufferedImage;
    import javax.swing.*;
    
    public class FlashLight {
    
        public static void main(String[] args) throws Exception {
            Robot robot = new Robot();
            int w = 500, h = 200;
            Rectangle rect = new Rectangle(0, 0, w, h);
            final BufferedImage bi = robot.createScreenCapture(rect);
            final BufferedImage bi2 = FlashLight.draw(
                    bi, 10, 180, 420, 90, .3,
                    new Color(255, 255, 120, 15), new Color(0, 0, 0, 220));
            final BufferedImage bi3 = FlashLight.draw(
                    bi, 10, 180, 420, 90, .3,
                    new Color(180, 250, 255, 15), new Color(0, 0, 0, 220));
    
            Runnable r = new Runnable() {
    
                @Override
                public void run() {
                    JPanel gui = new JPanel(new GridLayout(3,0,2,2));
                    gui.add(new JLabel(new ImageIcon(bi2)));
                    gui.add(new JLabel(new ImageIcon(bi)));
                    gui.add(new JLabel(new ImageIcon(bi3)));
    
                    JOptionPane.showMessageDialog(null,gui);
                }
            };
            // Swing GUIs should be created and updated on the EDT
            // http://docs.oracle.com/javase/tutorial/uiswing/concurrency/initial.html
            SwingUtilities.invokeLater(r);
        }
    
        public static BufferedImage draw(
                BufferedImage source,
                double x1, double y1, double x2, double y2,
                double beamWidth,
                Color beamColor, Color darknessColor) {
            RenderingHints hints = new RenderingHints(
                  RenderingHints.KEY_ANTIALIASING,
                    RenderingHints.VALUE_ANTIALIAS_ON);
    
            BufferedImage bi = new BufferedImage(
                    source.getWidth(), source.getHeight(),
                    BufferedImage.TYPE_INT_ARGB);
    
            Graphics2D g = bi.createGraphics();
            g.setRenderingHints(hints);
    
            g.drawImage(source, 0, 0, null);
    
            // Create a conical shape to constrain the beam
            double distance = Math.sqrt(Math.pow(x1 - x2, 2d) + Math.pow(y1 - y2, 2d));
            double tangent = (y2 - y1) / (x2 - x1);
            double theta = Math.atan(tangent);
            System.out.println(
                    "distance: " + distance
                    + "  tangent: " + tangent
                    + "  theta: " + theta);
            double minTheta = theta + beamWidth / 2;
            double maxTheta = theta - beamWidth / 2;
            double xMin = x1 + distance * Math.cos(minTheta);
            double yMin = y1 + distance * Math.sin(minTheta);
    
            double xMax = x1 + distance * Math.cos(maxTheta);
            double yMax = y1 + distance * Math.sin(maxTheta);
    
            Polygon beam = new Polygon();
            beam.addPoint((int) x1, (int) y1);
            beam.addPoint((int) xMax, (int) yMax);
            beam.addPoint((int) xMin, (int) yMin);
    
            g.setColor(beamColor);
            GradientPaint gp = new GradientPaint(
                    (int)x1,(int)y1, beamColor,
                    (int)x2,(int)y2, darknessColor);
            g.setClip(beam);
            g.setPaint(gp);
            g.fillRect(0, 0, bi.getWidth(), bi.getHeight());
    
            // create an area the size of the image, but lacking the beam area
            Area darknessArea = new Area(new Rectangle(0, 0, bi.getWidth(), bi.getHeight()));
            darknessArea.subtract(new Area(beam));
            g.setColor(darknessColor);
            g.setClip(darknessArea);
            g.fillRect(0, 0, bi.getWidth(), bi.getHeight());
    
            // fill in the beam edges with black (mostly to smooth lines)
            g.setClip(null);
            g.setColor(Color.BLACK);
            g.setStroke(new BasicStroke(2));
            g.draw(new Line2D.Double(x1,y1,xMin,yMin));
            g.draw(new Line2D.Double(x1,y1,xMax,yMax));
    
            g.dispose();
    
            return bi;
        }
    }
    

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