var stars = function() {
this.x = Math.floor(Math.random()* 1000) ;
this.y = Math.floor(Math.random()* 900) ;
this.radius = 2 ;
this.starColour = "gold";
}
var starNum = 20;
var starry = new Array(starNum);
for(var s = 0 ; s < 100 ; s++){
starry[s] = new stars()
}
var starDraw = function() {
var starCanvas = document.getElementById("stars");
var starCtx = starCanvas.getContext("2d");
starCtx.clearRect(0, 0, 1000, 900);
for(i = 0; i < 100 ; i++){
var star = starry[i];
starCtx.fillStyle= "white";
starCtx.shadowBlur = 5;
starCtx.shadowColor = "white";
starCtx.beginPath();
// draw it
starCtx.arc(star.x, star.y, star.radius, Math.PI * 2, false);
starCtx.stroke();
starCtx.fill();
}
}
function starLoop(){
starDraw();
requestAnimationFrame(starLoop);
}
requestAnimationFrame(starLoop);
所以我试图仅使用javascript为星星创造闪烁效果,我无法弄清楚如何做到这一点。 到目前为止,我一直在寻找并找不到真正的答案,所以如果我能在这里得到答案,我将不胜感激。我对编码很陌生,所以请你放轻松。
答案 0 :(得分:1)
随机星空。有点夸张,但如果需要,很容易调低(或向上)。
重要的一点是避免直接随机值,因为大多数事物本质上不是随机的,而是倾向于接近固定点。这称为高斯分布。有几种方法可以生成这样的随机值。
// gRandom is far more likely to be near 0.5 than 1 or zero
var gRandom = (Math.random()+Math.random()+Math.random()+Math.random()) / 4;
// or
// gRandom is more likely to be near zero than near 1
var gRandom = Math.random() * Math.random();
我使用这些方法来设置恒星的大小(远小于大星星)并创建颜色和运动。
为了尝试获得更逼真的效果,我还将星星移动不到一个像素。这具有改变亮度但看起来不像移动的效果。
代码有很多评论
const ctx = canvas.getContext("2d");
// function calls a callback count times. Saves typing out for loops all the time
const doFor = (count, callback) => {
var i = 0;
while (i < count) {
callback(i++)
}
};
// creates a random integer between min and max. If min only given the between 0 and the value
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
// same as above but as floats.
const rand = (min, max = min + (min = 0)) => Math.random() * (max - min) + min;
// creates a 2d point at x,y. If only x is a point than set to that point
const point = (x = 0, y) => {
if (x.x && y === undefined) {return { x: x.x,y: x.y} }
return {x,y: y === undefined ? 0 : y }
};
function ease (time, amount = 2) { return Math.pow(time % 1,amount) };
const clamp = (v, min = 1,max = min + (min = 0)) => v < min ? min : v > max ? max : v;
// stuff for stars
const skyColour = [10,30,50];
const density = 1000; // number of star per every density pixels
const colourChangeRate = 16; // Time in frames to change a colour
const stars = [];
const star = { // define a star
draw() {
this.count += 1; // integer counter used to triger color change every 16 frames
if (this.count % colourChangeRate === 0) { // change colour ?
// colour is a gaussian distrabution (NOT random) centered at #888
var c = (Math.random() + Math.random() + Math.random() + Math.random()) * 4;
var str = "#";
str += Math.floor(c * this.red).toString(16); // change color
str += Math.floor(c * this.green).toString(16); // change color
str += Math.floor(c * this.blue).toString(16); // change color
this.col = str;
}
ctx.fillStyle = this.col;
// move star around a pixel. Again its not random
// but a gaussian distrabution. The movement is sub pixel and will only
// make the stars brightness vary not look like its moving
var ox = (Math.random() + Math.random() + Math.random() + Math.random()) / 4;
var oy = (Math.random() + Math.random() + Math.random() + Math.random()) / 4;
ctx.fillRect(this.pos.x + ox, this.pos.y + oy, this.size, this.size);
}
}
// create a random star
// the size is caculated to produce many more smaller stars than big
function createStar(pos) {
stars.push(Object.assign({}, star, {
pos,
col: "#ccc",
count: randI(colourChangeRate),
size: rand(1) * rand(1) * 2 + 0.5,
red: 1-(rand(1) * rand(1) *rand(1)), // reduces colour channels
green: 1-(rand(1) * rand(1) *rand(1)), // but only by a very small amount
blue: 1-(rand(1) * rand(1) *rand(1)), // most of the time but occasional
// star will have a distinct colour
}));
}
var starCount;
var skyGrad;
// render the stars
function mainLoop(time) {
// resize canva if page size changes
if (canvas.width !== innerWidth || canvas.height !== innerHeight) {
canvas.width = innerWidth;
canvas.height = innerHeight;
// create a new set of stars
stars.length = 0;
// density is number of pixels one the canvas that has one star
starCount = Math.floor((canvas.width * canvas.height) / density);
// create the random stars;
doFor(starCount, () => createStar(point(randI(canvas.width), randI(canvas.height))));
skyGrad = ctx.createLinearGradient(0,0,0,canvas.height);
skyGrad.addColorStop(0,"black");
doFor(100,(i)=>{
var pos = clamp(i/100,0,1);
var col = ease(pos);
skyGrad.addColorStop(
pos,
"rgb(" +
Math.floor(skyColour[0] * col) + "," +
Math.floor(skyColour[1] * col) + "," +
Math.floor(skyColour[2] * col) + ")"
);
});
// floating point error can cause problems if we dont set the top
// at 1
skyGrad.addColorStop(1,"rgb("+skyColour[0]+","+skyColour[1]+","+skyColour[2]+")");
}
ctx.fillStyle = skyGrad;
ctx.fillRect(0, 0, canvas.width, canvas.height);
doFor(starCount, (i) => stars[i].draw());
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
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canvas {
position: absolute;
top: 0px;
left: 0px;
}
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<canvas id="canvas"></canvas>
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