我目前正在制作动画片中的一些激光效果,以使我的游戏更有趣。
为了达到这个目的,我需要“激光”武器的绘画和动画火,这就像星球大战一样。
到目前为止,我基本上只画了一条红色或蓝色的短线,然后在它上面绘制一条更细的白色线条,这样就给人一种渐变的印象。 我也使用linecap =“round”;
我目前的代码:
function drawProjectile(weapon, ox, oy, x, y){
var trailEnd = getPointInDirection(weapon.projSize*-2, getAngleFromTo({x: ox, y: oy}, {x: x, y: y}), x, y);
fxCtx.lineCap = "round";
fxCtx.beginPath(); //the background, wider beam
fxCtx.moveTo(x+cam.o.x, y+cam.o.y);
fxCtx.lineTo(trailEnd.x+cam.o.x, trailEnd.y+cam.o.y);
fxCtx.closePath();
fxCtx.strokeStyle = weapon.animColor //blue or red
fxCtx.lineWidth = weapon.projSize;
fxCtx.stroke();
fxCtx.globalAlpha = 0.5; // the inner, thin, white beam
fxCtx.strokeStyle = "white";
fxCtx.lineWidth = 2;
fxCtx.stroke();
fxCtx.globalAlpha = 1;
fxCtx.lineCap = "butt";
}
有人可以建议如何改善我的激光束效果吗?
答案 0 :(得分:7)
下面的演示创建了所需的所有图形作为屏幕外画布。当激光撞击地面时,背景也被用来留下烧痕。
<强>激光强>
激光镜头是3层ctx.drawImage
次呼叫。前两个是ctx.globalCompositeOperation = "lighter"
发光。一个人有固定的alpha,第二个有一个随机的alpha。最后一个是ctx.globalCompositeOperation = "source-over"
,只是一行的图像。
laaser有4个图像(画布),名为laserRed,laserGRed,laserGreen和laserGGreen。有额外G的那些是激光发光。
当激光拍摄结束时,我从预渲染图像中绘制4帧扩展发光。在4帧中的第一帧中,我绘制到背景画布上,留下了刻痕。
预渲染图片
使用的所有图形都在函数onResize
中呈现,该函数在样板代码中调用大小时调用。
每帧调用一次函数display
并处理所有动画。
有一个名为imageTools的对象,它有一些辅助函数可以使编码更简单一些。 var image = imageTools.createImage(width,height)
创建一个画布。图像的上下文附加image.ctx
,因此您可以像任何画布一样绘制它。然后,您可以使用imageTools.drawImage(image,x,y,scale,rotation,alpha)
将该图像绘制到全局画布上。使用缩放,旋转和Alpha在中心点绘制图像。
子弹使用对象池,以便GC(垃圾收集)不会干扰太多。
我没有设置任何限制,因此那些使用高分辨率设备或低端设备的设备可能会出现一些减速。如果它是一个问题OP你可以通过使它们更快一点来减少子弹数量,你也可以将渲染减少到只有两层或一层。但是这比使用画布矢量调用,阴影等渲染要快得多......
我会让剩下的让你锻炼身体。在评论中有点稀疏,但我没有太多时间。
底部还有一些不太可读的样板。
左键点击开始战争。
/*************************************************************************************
* Called from boilerplate code and is debounced by 100ms
* Creates all the images used in the demo.
************************************************************************************/
var onResize = function(){
// create a background as drawable image
background = imageTools.createImage(canvas.width,canvas.height);
// create tile image
tile = imageTools.createImage(64,64);
tile.ctx.fillStyle = imageTools.createGradient(ctx,"linear",0,0,64,64,["#555","#666"]);
tile.ctx.fillRect(0,0,64,64);
tile.ctx.fillStyle = "#333"; // add colour
tile.ctx.globalCompositeOperation = "lighter";
tile.ctx.fillRect(0,0,62,2);
tile.ctx.fillRect(0,0,2,62);
tile.ctx.fillStyle = "#AAA"; // multiply colour to darken
tile.ctx.globalCompositeOperation = "multiply";
tile.ctx.fillRect(62,1,2,62);
tile.ctx.fillRect(1,62,62,2);
for(var y = -32; y < canvas.height; y += 64 ){
for(var x = -32; x < canvas.width; x += 64 ){
background.ctx.drawImage(tile,x,y);
}
}
background.ctx.globalCompositeOperation = "multiply"; // setup for rendering burn marks
burn = imageTools.createImage(flashSize/2,flashSize/2);
burn.ctx.fillStyle = imageTools.createGradient(ctx,"radial",flashSize/4,flashSize/4,0,flashSize/4,["#444","#444","#333","#000","#0000"]);
burn.ctx.fillRect(0,0,flashSize/2,flashSize/2);
glowRed = imageTools.createImage(flashSize,flashSize);
glowRed.ctx.fillStyle = imageTools.createGradient(ctx,"radial",flashSize/2,flashSize/2,0,flashSize/2,["#855F","#8000"]);
// #855F is non standard colour last digit is alpha
// 8,8 is ceneter 0 first radius 8 second
glowRed.ctx.fillRect(0,0,flashSize,flashSize);
glowGreen = imageTools.createImage(flashSize,flashSize);
glowGreen.ctx.fillStyle = imageTools.createGradient(ctx,"radial",flashSize/2,flashSize/2,0,flashSize/2,["#585F","#0600"]);
// #855F is non standard colour last digit is alpha
// 8,8 is ceneter 0 first radius 8 second
glowGreen.ctx.fillRect(0,0,flashSize,flashSize);
// draw the laser
laserLen = 32;
laserWidth = 4;
laserRed = imageTools.createImage(laserLen,laserWidth);
laserGreen = imageTools.createImage(laserLen,laserWidth);
laserRed.ctx.lineCap = laserGreen.ctx.lineCap = "round";
laserRed.ctx.lineWidth = laserGreen.ctx.lineWidth = laserWidth;
laserRed.ctx.strokeStyle = "#F33";
laserGreen.ctx.strokeStyle = "#3F3";
laserRed.ctx.beginPath();
laserGreen.ctx.beginPath();
laserRed.ctx.moveTo(laserWidth/2 + 1,laserWidth/2);
laserGreen.ctx.moveTo(laserWidth/2 + 1,laserWidth/2);
laserRed.ctx.lineTo(laserLen - (laserWidth/2 + 1),laserWidth/2);
laserGreen.ctx.lineTo(laserLen - (laserWidth/2 + 1),laserWidth/2);
laserRed.ctx.stroke();
laserGreen.ctx.stroke();
// draw the laser glow FX
var glowSize = 8;
laserGRed = imageTools.createImage(laserLen + glowSize * 2,laserWidth + glowSize * 2);
laserGGreen = imageTools.createImage(laserLen + glowSize * 2,laserWidth + glowSize * 2);
laserGRed.ctx.lineCap = laserGGreen.ctx.lineCap = "round";
laserGRed.ctx.shadowBlur = laserGGreen.ctx.shadowBlur = glowSize;
laserGRed.ctx.shadowColor = "#F33"
laserGGreen.ctx.shadowColor = "#3F3";
laserGRed.ctx.lineWidth = laserGGreen.ctx.lineWidth = laserWidth;
laserGRed.ctx.strokeStyle = "#F33";
laserGGreen.ctx.strokeStyle = "#3F3";
laserGRed.ctx.beginPath();
laserGGreen.ctx.beginPath();
laserGRed.ctx.moveTo(laserWidth/2 + 1 + glowSize,laserWidth/2 + glowSize);
laserGGreen.ctx.moveTo(laserWidth/2 + 1 + glowSize,laserWidth/2 + glowSize);
laserGRed.ctx.lineTo(laserLen + glowSize * 2 - (laserWidth/2 + 1 + glowSize),laserWidth/2 + glowSize);
laserGGreen.ctx.lineTo(laserLen + glowSize * 2 - (laserWidth/2 + 1 + glowSize),laserWidth/2 + glowSize);
laserGRed.ctx.stroke();
laserGGreen.ctx.stroke();
readyToRock = true;
}
var flashSize = 16;
const flashBrightNorm = 4 * (flashSize/2) * (flashSize/2) * Math.PI; // area of the flash
var background,tile,glowRed,glowGreen,grad, laserGreen,laserRed,laserGGreen,laserGRed,readyToRock,burn;
readyToRock = false;
/*************************************************************************************
* create or reset a bullet
************************************************************************************/
function createShot(x,y,xx,yy,speed,type,bullet){ // create a bullet object
if(bullet === undefined){
bullet = {};
}
var nx = xx-x; // normalise
var ny = yy-y;
var dist = Math.sqrt(nx*nx+ny*ny);
nx /= dist;
ny /= dist;
bullet.x = x;
bullet.y = y;
bullet.speed = speed;
bullet.type = type;
bullet.xx = xx;
bullet.yy = yy;
bullet.nx = nx; // normalised vector
bullet.ny = ny;
bullet.rot = Math.atan2(ny,nx); // will draw rotated so get the rotation
bullet.life = Math.ceil(dist/speed); // how long to keep alive
return bullet;
}
// semi static array with object pool.
var bullets=[]; // array of bullets
var bulletPool=[]; // array of used bullets. Use to create new bullets this stops GC messing with frame rate
const BULLET_TYPES = {
red : 0,
green : 1,
}
/*************************************************************************************
* Add a bullet to the bullet array
************************************************************************************/
function addBullet(xx,yy,type){
var bullet,x,y;
if(bulletPool.length > 0){
bullet = bulletPool.pop(); // get bullet from pool
}
if(type === BULLET_TYPES.red){
x = canvas.width + 16 + 32 * Math.random();
y = Math.random() * canvas.height;
}else if(type === BULLET_TYPES.green){
x = - 16 - 32 * Math.random();
y = Math.random() * canvas.height;
}
// randomise shoot to position
var r = Math.random() * Math.PI * 2;
var d = Math.random() * 128 + 16;
xx += Math.cos(r)* d;
yy += Math.sin(r)* d;
bullets[bullets.length] = createShot(x,y,xx,yy,16,type,bullet);
}
/*************************************************************************************
* update and draw bullets
************************************************************************************/
function updateDrawAllBullets(){
var i,img,imgGlow;
for(i = 0; i < bullets.length; i++){
var b = bullets[i];
b.life -= 1;
if(b.life <= 0){ // bullet end remove it and put it in the pool
bulletPool[bulletPool.length] = bullets.splice(i,1)[0];
i--; // to stop from skipping a bullet
}else{
if(b.life < 5){
if(b.life===4){
b.x += b.nx * b.speed * 0.5; // set to front of laser
b.y += b.ny * b.speed * 0.5;
var scale = 0.9 + Math.random() *1;
background.ctx.setTransform(scale,0,0,scale,b.x,b.y);
background.ctx.globalAlpha = 0.1 + Math.random() *0.2;;
background.ctx.drawImage(burn,-burn.width /2 ,-burn.height/2);
}
if(b.type === BULLET_TYPES.red){
img = glowRed;
}else{
img = glowGreen;
}
ctx.globalCompositeOperation = "lighter";
imageTools.drawImage(img,b.x,b.y,(4-b.life)*(4-b.life),b.rot,1);//b.life/4);
imageTools.drawImage(img,b.x,b.y,4,b.rot,b.life/4);
ctx.globalCompositeOperation = "source-over";
}else{
b.x += b.nx * b.speed;
b.y += b.ny * b.speed;
if(b.type === BULLET_TYPES.red){
img = laserRed;
imgGlow = laserGRed;
}else{
img = laserGreen;
imgGlow = laserGGreen;
}
ctx.globalCompositeOperation = "lighter";
imageTools.drawImage(imgGlow,b.x,b.y,1,b.rot,1);
imageTools.drawImage(imgGlow,b.x,b.y,2,b.rot,Math.random()/2);
ctx.globalCompositeOperation = "source-over";
imageTools.drawImage(img,b.x,b.y,1,b.rot,1);
}
}
}
}
/*************************************************************************************
* Main display loop
************************************************************************************/
function display() {
if(readyToRock){
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.drawImage(background,0,0);
ctx.globalCompositeOperation = "source-over";
if(mouse.buttonRaw & 1){
addBullet(mouse.x,mouse.y,BULLET_TYPES.red);
addBullet(mouse.x,mouse.y,BULLET_TYPES.green);
}
updateDrawAllBullets();
}
}
/*************************************************************************************
* Tools for creating canvas images and what not
************************************************************************************/
var imageTools = (function () {
// This interface is as is. No warenties no garenties, and NOT to be used comercialy
var workImg,workImg1,keep; // for internal use
var xdx,xdy,spr; // static vars for drawImage and drawSprite
keep = false;
var tools = {
canvas : function (width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var i = this.canvas(width, height);
i.ctx = i.getContext("2d");
return i;
},
drawImage : function(image, x, y, scale, ang, alpha) {
ctx.globalAlpha = alpha;
xdx = Math.cos(ang) * scale;
xdy = Math.sin(ang) * scale;
ctx.setTransform(xdx, xdy, -xdy, xdx, x, y);
ctx.drawImage(image, -image.width/2,-image.height/2);
},
hex2RGBA : function(hex){ // Not CSS colour as can have extra 2 or 1 chars for alpha
// #FFFF & #FFFFFFFF last F and FF are the alpha range 0-F & 00-FF
if(typeof hex === "string"){
var str = "rgba(";
if(hex.length === 4 || hex.length === 5){
str += (parseInt(hex.substr(1,1),16) * 16) + ",";
str += (parseInt(hex.substr(2,1),16) * 16) + ",";
str += (parseInt(hex.substr(3,1),16) * 16) + ",";
if(hex.length === 5){
str += (parseInt(hex.substr(4,1),16) / 16);
}else{
str += "1";
}
return str + ")";
}
if(hex.length === 7 || hex.length === 8){
str += parseInt(hex.substr(1,2),16) + ",";
str += parseInt(hex.substr(3,2),16) + ",";
str += parseInt(hex.substr(5,2),16) + ",";
if(hex.length === 5){
str += (parseInt(hex.substr(7,2),16) / 255).toFixed(3);
}else{
str += "1";
}
return str + ")";
}
return "rgba(0,0,0,0)";
}
},
createGradient : function(ctx, type, x, y, xx, yy, colours){ // Colours MUST be array of hex colours NOT CSS colours
// See this.hex2RGBA for details of format
var i,g,c;
var len = colours.length;
if(type.toLowerCase() === "linear"){
g = ctx.createLinearGradient(x,y,xx,yy);
}else{
g = ctx.createRadialGradient(x,y,xx,x,y,yy);
}
for(i = 0; i < len; i++){
c = colours[i];
if(typeof c === "string"){
if(c[0] === "#"){
c = this.hex2RGBA(c);
}
g.addColorStop(Math.min(1,i / (len -1)),c); // need to clamp top to 1 due to floating point errors causes addColorStop to throw rangeError when number over 1
}
}
return g;
},
};
return tools;
})();
// CODE FROM HERE DOWN IS SUPPORT CODE AN HAS LITTLE TO DO WITH THE ANSWER
//==================================================================================================
// The following code is support code that provides me with a standard interface to various forums.
// It provides a mouse interface, a full screen canvas, and some global often used variable
// like canvas, ctx, mouse, w, h (width and height), globalTime
// This code is not intended to be part of the answer unless specified and has been formated to reduce
// display size. It should not be used as an example of how to write a canvas interface.
// By Blindman67
if(typeof onResize === "undefined"){
window["onResize"] = undefined; // create without the JS parser knowing it exists.
// this allows for it to be declared in an outside
// modal.
}
const RESIZE_DEBOUNCE_TIME = 100;
var w, h, cw, ch, canvas, ctx, mouse, createCanvas, resizeCanvas, setGlobals, globalTime = 0, resizeCount = 0;
createCanvas = function () {
var c,
cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === undefined) {
canvas = createCanvas();
}
canvas.width = window.innerWidth-2;
canvas.height = window.innerHeight-2;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") {
setGlobals();
}
if (typeof onResize === "function") {
resizeCount += 1;
setTimeout(debounceResize, RESIZE_DEBOUNCE_TIME);
}
}
function debounceResize() {
resizeCount -= 1;
if (resizeCount <= 0) {
onResize();
}
}
setGlobals = function () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
mouse.updateBounds();
}
mouse = (function () {
function preventDefault(e) {
e.preventDefault();
}
var mouse = {
x : 0,
y : 0,
w : 0,
alt : false,
shift : false,
ctrl : false,
buttonRaw : 0,
over : false,
bm : [1, 2, 4, 6, 5, 3],
active : false,
bounds : null,
crashRecover : null,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.clientX - m.bounds.left;
m.y = e.clientY - m.bounds.top;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") {
m.buttonRaw |= m.bm[e.which - 1];
} else if (t === "mouseup") {
m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") {
m.buttonRaw = 0;
m.over = false;
} else if (t === "mouseover") {
m.over = true;
} else if (t === "mousewheel") {
m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") {
m.w = -e.detail;
}
if (m.callbacks) {
m.callbacks.forEach(c => c(e));
}
if ((m.buttonRaw & 2) && m.crashRecover !== null) {
if (typeof m.crashRecover === "function") {
setTimeout(m.crashRecover, 0);
}
}
e.preventDefault();
}
m.updateBounds = function () {
if (m.active) {
m.bounds = m.element.getBoundingClientRect();
}
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === undefined) {
m.callbacks = [callback];
} else {
m.callbacks.push(callback);
}
} else {
throw new TypeError("mouse.addCallback argument must be a function");
}
}
m.start = function (element, blockContextMenu) {
if (m.element !== undefined) {
m.removeMouse();
}
m.element = element === undefined ? document : element;
m.blockContextMenu = blockContextMenu === undefined ? false : blockContextMenu;
m.mouseEvents.forEach(n => {
m.element.addEventListener(n, mouseMove);
});
if (m.blockContextMenu === true) {
m.element.addEventListener("contextmenu", preventDefault, false);
}
m.active = true;
m.updateBounds();
}
m.remove = function () {
if (m.element !== undefined) {
m.mouseEvents.forEach(n => {
m.element.removeEventListener(n, mouseMove);
});
if (m.contextMenuBlocked === true) {
m.element.removeEventListener("contextmenu", preventDefault);
}
m.element = m.callbacks = m.contextMenuBlocked = undefined;
m.active = false;
}
}
return mouse;
})();
// Clean up. Used where the IDE is on the same page.
var done = function () {
window.removeEventListener("resize", resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = undefined;
}
resizeCanvas();
mouse.start(canvas, true);
mouse.crashRecover = done;
window.addEventListener("resize", resizeCanvas);
function update(timer) { // Main update loop
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update);
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/
&#13;
答案 1 :(得分:2)
您可以为发光效果添加阴影
fxCtx.shadowBlur = 10;
fxCtx.shadowColor = '#FD0100';
但我认为这就是全部,因为你的激光很小,真正的渐变是没有意义的。 使用一些漂亮的颜色,比如红色激光的白色#FEF1BA,那就是