我有一个充满细胞的二维阵列。我希望此单元格在按下按钮时更新图像。我想将值传递给构造函数,但出了点问题,它现在正在工作。我的想法是将图像值传递给构造函数this.img = img,然后在show_cell函数中将图像值更改为this.img值。当我按下按钮时,它启动功能,当我将图像添加到构造函数并显示网格时。这不是工作。请帮忙,这让我头疼。
答案 0 :(得分:1)
您必须在draw()
中绘制网格。注意,draw()
由系统连续调用并重绘整个窗口,这是应用程序循环。在draw
的开头,您必须设置背景色(background()
),然后绘制整个场景。
在按下按钮时设置状态变量(show_grid
):
let show_grid = false;
function a(){
show_grid = true;
}
根据变量的状态绘制网格:
function draw() {
background(255);
if (show_grid) {
grid.display();
}
fill(255);
stroke(0);
let fps = frameRate();
text("FPS: " + fps.toFixed(0), 10, height - 10);
}
如果您想通过单击按钮来更改图像,则可以ve to use a variable (e.g
current_img`)来绘制单元格:
class Cell {
constructor (column, row, size) {
this.x = column;
this.y = row;
this.w = size;
}
show_cell () {
image(current_img, this.x * this.w , this.y * this.w , this.w , this.w );
}
}
单击按钮后,必须更改current_image
:
function a(){
show_grid = true;
current_img = img1;
}
function b(){
show_grid = true;
current_img = img2;
}
请参见示例:
var grid;
var current_img;
var img1;
var img2;
function preload(){
img1 = loadImage('https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/fish64.png');
img2 = loadImage('https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/ball64.png');
}
function setup() {
const background_btn1 = select('#BgCategory1-btn1');
background_btn1.mousePressed(a);
const background_btn2 = select('#BgCategory1-btn2');
background_btn2.mousePressed(b);
let cnv = createCanvas(1000, 1000);
cnv.parent('canvas-holder');
grid = new Grid(40);
current_img = img1;
}
function draw() {
background(128);
if (show_grid) {
grid.display();
}
fill(255);
stroke(0);
let fps = frameRate();
text("FPS: " + fps.toFixed(0), 10, 30);
}
let show_grid = false;
function a(){
show_grid = true;
current_img = img1;
}
function b(){
show_grid = true;
current_img = img2;
}
class Grid {
constructor (cellSize) {
this.cellSize = cellSize;
this.numberOfColumns = floor(width / this.cellSize);
this.numberOfRows = floor(height / this.cellSize);
this.cells = new Array(this.numberOfColumns);
for (var column = 0; column < this.numberOfColumns; column ++) {
this.cells[column] = new Array(this.numberOfRows);
}
for (var column = 0; column < this.numberOfColumns; column ++) {
for (var row = 0; row < this.numberOfRows; row++) {
this.cells[column][row] = new Cell(column, row, cellSize)
}
}
}
display () {
for (var column = 0; column < this.numberOfColumns; column ++) {
for (var row = 0; row < this.numberOfRows; row++) {
this.cells[column][row].show_cell();
}
}
}
}
class Cell {
constructor (column, row, size) {
this.x = column;
this.y = row;
this.w = size;
}
show_cell () {
image(current_img, this.x * this.w , this.y * this.w , this.w , this.w );
}
}
#BgCategory1-btn1 { position: absolute; top: 0; left: 0; }
#BgCategory1-btn2 { position: absolute; top: 0; left: 10%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/addons/p5.dom.js"></script>
<button id= "BgCategory1-btn1" >image 1</button>
<button id= "BgCategory1-btn2" >image 2</button>
<div id = "canvas-holder"></div>