以上就是本文的全部内容,希望对大家的学习有所帮助。

private ParticleSystem ps;  public MainWindow()    {      InitializeComponent();      this.Loaded += MainWindow_Loaded;    }      private void MainWindow_Loaded(object sender, RoutedEventArgs e)    {      Geometry g = CreateTextPath("H E L L O", new Point(this.cvs_particleContainer.Margin.Left, this.cvs_particleContainer.Margin.Top), new Typeface(new FontFamily("Arial"), FontStyles.Normal, FontWeights.Bold, FontStretches.Normal), 200);      ps = new ParticleSystem(g, 25, 350, this.cvs_particleContainer);    }      ///     /// 创建文本路径    ///     /// 文本字符串    /// 显示位置    /// 字体信息    /// 字体大小    ///     private Geometry CreateTextPath(string word, Point point, Typeface typeface, int fontSize)    {      FormattedText text = new FormattedText(word, new System.Globalization.CultureInfo("en-US"), FlowDirection.LeftToRight, typeface, fontSize, Brushes.Black);      Geometry g = text.BuildGeometry(point);      PathGeometry path = g.GetFlattenedPathGeometry();      return path;}
3、主窗体交互
/// /// 粒子路径/// private Geometry particleGeometry;  /// /// 粒子个数/// private int particleCount = 100;  /// /// 粒子最小尺寸/// private static int sizeMin = 10;  /// /// 粒子最大尺寸/// private int sizeMax = 20;  /// /// 随机数/// private Random random;  /// /// 粒子列表/// private List particles;  /// /// 粒子容器/// private Canvas containerParticles;        public ParticleSystem(Geometry _path, int _maxRadius, int _particleCount, Canvas _containerParticles)    {      particleGeometry = _path;      particleCount = _particleCount;      sizeMax = _maxRadius;      containerParticles = _containerParticles;      random = new Random();      particles = new List();      SpawnParticle();    }      ///     /// 初始化粒子    ///     private void SpawnParticle()    {      //清空粒子队列      particles.Clear();      containerParticles.Children.Clear();        //生成粒子      for (int i = 0; i < particleCount; i++)      {        double size = random.Next(sizeMin, sizeMax + 1);        while(true)        {          Point po = new Point(random.Next((int)particleGeometry.Bounds.Left, (int)particleGeometry.Bounds.Right), random.Next((int)particleGeometry.Bounds.Top, (int)particleGeometry.Bounds.Bottom));          if (particleGeometry.FillContains(po, 2, ToleranceType.Absolute))          {            Particle p = new Particle            {              Shape = new Ellipse              {                Width = size,                Height = size,                Stretch = System.Windows.Media.Stretch.Fill,                Fill = GetRandomColorBursh(),              },              Position = po,            };            SetParticleSizeAnimation(p.Shape);            particles.Add(p);            Canvas.SetLeft(p.Shape, p.Position.X);            Canvas.SetTop(p.Shape, p.Position.Y);            containerParticles.Children.Add(p.Shape);            break;          }        }      }    }      ///     /// 设置粒子大小动画    ///     private void SetParticleSizeAnimation(Ellipse p)    {      Storyboard sb = new Storyboard();      //动画完成事件 再次设置此动画      sb.Completed += (S, E) =>      {        SetParticleSizeAnimation(p);      };      int size = random.Next(sizeMin, sizeMax + 1);      int time = random.Next(100, 1000);      DoubleAnimation daX = new DoubleAnimation(size, new Duration(TimeSpan.FromMilliseconds(time)));      DoubleAnimation daY = new DoubleAnimation(size, new Duration(TimeSpan.FromMilliseconds(time)));      Storyboard.SetTarget(daX, p);      Storyboard.SetTarget(daY, p);      Storyboard.SetTargetProperty(daX, new PropertyPath("Width"));      Storyboard.SetTargetProperty(daY, new PropertyPath("Height"));      sb.Children.Add(daX);      sb.Children.Add(daY);      sb.Begin();    }      ///     /// 获取随机颜色画刷    ///     private SolidColorBrush GetRandomColorBursh()    {      byte r = (byte)random.Next(128, 256);      byte g = (byte)random.Next(128, 256);      byte b = (byte)random.Next(128, 256);      return new SolidColorBrush(Color.FromArgb(125, r, g, b));}
2、粒子系统ParticleSystem.cs
public class Particle {    ///     /// 形状    ///     public Ellipse Shape;    ///     /// 坐标    ///     public Point Position;}
1、粒子类Particle.cs
步骤:

首先根据显示文本创建文本路径Geometry,然后在路径内随机生成圆形粒子并添加动画。

思路:

教你如何用WPF实现文字粒子的flash动画效果 WPF实现文字粒子闪烁动画的具体代码

实现效果如下:

本文实例为大家分享了WPF实现文字粒子闪烁动画的具体代码,供大家参考,具体内容如下