我无法为我的游戏组件添加线性渐变框。我希望组件的方式是:
new component(width, height, color, x, y, type);
有什么需要补充的吗?
那么添加渐变是可能的吗?
我尝试了但是之后它就摆脱了画布......
以下是完整代码:
<!DOCTYPE html>
<html>
<head>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var initialized = false;
var myGamePiece;
var myObstacle;
function startGame() {
myGamePiece = new component(40, 40, "#00ff00ff", 50, 140);
myObstacle = new component(80, 37, "#cf0000ff", 240, 0);
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 560;
this.canvas.height = 320;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
if (!initialized) {
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
myGameArea.key = e.keyCode;
})
window.addEventListener('keyup', function (e) {
myGameArea.key = false;
})
initialized = true;
}
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
stop : function() {
clearInterval(this.interval);
ctx.fillStyle="red";
ctx.font="80px Georgia";
ctx.fillText("You died",125,120);
initialized = false;
}
}
function component(width, height, color, x, y, type) {
this.type = type
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
if (myGamePiece.crashWith(myObstacle)) {
myGameArea.stop();
} else {
myGamePiece.update();
myGameArea.clear();
myObstacle.update();
myGamePiece.x += myGamePiece.speedX;
myGamePiece.y += myGamePiece.speedY;
}
//myGamePicec.update();myGamePiecemyGameArea.start();
if (myGameArea.key && myGameArea.key == 37||myGameArea.key && myGameArea.key == 65) {myGamePiece.speedX = -3; } else if (myGameArea.key && myGameArea.key == 39||myGameArea.key && myGameArea.key == 68) {myGamePiece.speedX = 3; } else if (myGameArea.key && myGameArea.key == 38||myGameArea.key && myGameArea.key == 87) {myGamePiece.speedY = -3; } else if (myGameArea.key && myGameArea.key == 40||myGameArea.key && myGameArea.key == 83) {myGamePiece.speedY = 3; } else {myGamePiece.speedX = 0; myGamePiece.speedY = 0;}
myGamePiece.update();
}
</script>
</body>
</html>
如何为此添加渐变???使用var gradient;
和new component
或类似的东西......
答案 0 :(得分:1)
对于线性渐变,您需要至少2种颜色,一种用于0%
,另一种用于100%
在它们之间进行转换。
由于你只提供一个,你需要一种方法来提供另一个之间的渐变。您可以通过添加另一个参数,或允许您的函数接受数组,数组数组或指定颜色和/或位置的对象数组来完成此操作:
// some possible ways to define the gradients
['#000', '#FFF'] // even gradient between black and white
[['#000', 0], ['#FFF', 100]] // gradient between black at 0% and white at 100%
[{ color: '#000', position: '0' }, { color: '#FFF', position: '100' }]
您可能还想允许指定线性渐变的角度。
一旦传入数据,应用渐变变得相当简单。
我不打算将其用于您的所有代码,但这里是update()
函数在component
内部的样子。
const canvas = document.querySelector('canvas');
canvas.width = 400;
canvas.height = 300;
const ctx = canvas.getContext('2d');
function component(x, y, width, height, color) {
this.update = () => {
const angle = Math.PI * color.angle / 180;
const gradient = ctx.createLinearGradient(
// Do a little trigonometry to rotate the gradient rectangle around the center of the filled rectangle
x + (width / 2 - Math.cos(angle) * Math.max(width, height) * 0.5),
y + (height / 2 - Math.sin(angle) * Math.max(width, height) * 0.5),
x + (width / 2 + Math.cos(angle) * Math.max(width, height) * 0.5),
y + (height / 2 + Math.sin(angle) * Math.max(width, height) * 0.5)
);
color.stops.forEach(({ color, position }) => gradient.addColorStop(position, color));
ctx.fillStyle = gradient;
ctx.fillRect(x, y, width, height);
};
};
/*
In this example, `color` is specified by an object with an angle (in degrees, 0 being left-to-right,
rotating counter-clockwise and with an array of color stops,
with position specified as a decimal percent (0 = 0%, 1 = 100%)
*/
const color = {
angle: 45,
stops: [
{ color: '#F00', position: 0 },
{ color: '#0F0', position: .5 },
{ color: '#00F', position: 1 }
]
};
(new component(100, 100, 200, 100, color)).update();
canvas {
border: 1px solid #000;
}
<canvas></canvas>
对渐变应用角度的数学运算需要一点触发,但其余部分非常直接:您只需使用ctx.createLinearGradient()
创建新渐变,添加一个或多个色标,然后将其用作fillStyle
上的fillRect()
。
有多种方法可以做到这一点,但这通常是基本技巧。