我开始制作一个动画并且我已经非常接近应该看起来的样子了,但正如你从我的片段中看到的那样,“线条”是尖的,看起来不像我在下面发布的设计。任何人都可以检查提供的代码和代码片段中的外部代码,并帮助我弄清楚什么是控制“线”的设计我已经多次遍历整个代码而没有找到答案。感谢所有帮助。
这就是我希望动画中的“线条”看起来像。
html,
body {
margin: 0;
padding: 0;
height: 100%;
}
body {
background: #000;
background-image: linear-gradient(-180deg, rgba(0, 0, 0, 0.00) 0%, #000000 100%);
height: 100%;
}
#stars {
display: block;
position: relative;
width: 100%;
height: 100vh;
z-index: 1;
position: absolute;
}
<script src="https://rawgit.com/ironwallaby/delaunay/master/delaunay.js"></script>
<script src="http://requirejs.org/docs/release/2.1.15/minified/require.js"></script>
<canvas id="Stars" class="stars" width="300" height="300" data-color="#fff"></canvas>
import pygame
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
gamedisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("Rockin Racer")
clock = pygame.time.Clock()
carImg = pygame.image.load("racecar.png")
def car(x,y):
gamedisplay.blit(carImg,(x,y))
x = (display_width * 0.45)
y = (display_height * 0.8)
crashed = False
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
gameDisplay.fill(white)
car(x,y)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
答案 0 :(得分:1)
在代码中,您会找到Particle.prototype.render
方法。这用于绘制点(星形)及其眩光效果。眩光效果对应于您看到的线条,它们是使用ellipse
:
context.ellipse(pos.x, pos.y, r * 100, r, (glareAngle - ((nPos.x - 0.5) * noiseStrength * motion)) * (Math.PI / 180), 0, 2 * Math.PI, false);
要获得所需的效果,您需要使用fillRect
将此椭圆替换为矩形:
context.fillRect(pos.x, pos.y, r * noiseStrength, r * 100);
但这还不够。我们的矩形直接向下,它们不遵循眩光角度,因此我们需要将它们倾斜。这可以使用setTransform
方法实现:
context.setTransform(1, 0, (glareAngle/100), 1, 0, 0);
这给我们留下了这段代码:
Particle.prototype.render = function() {
/* ... */
if (renderParticleGlare) {
context.globalAlpha = o * glareOpacityMultiplier;
// Set the transformation before drawing the glare
context.setTransform(1, 0, (glareAngle/100), 1, 0, 0);
// Draw the glare
context.fillRect(pos.x, pos.y, r * noiseStrength, r * 100);
context.closePath();
}
context.globalAlpha = 1;
};
// Settings
var particleCount = 35,
flareCount = 0,
motion = 0.05,
tilt = 0,
particleSizeBase = 1,
particleSizeMultiplier = 0.5,
flareSizeBase = 100,
flareSizeMultiplier = 100,
glareAngle = -60,
glareOpacityMultiplier = 0.4,
renderParticles = true,
renderParticleGlare = true,
renderFlares = false,
renderLinks = false,
renderMesh = false,
flicker = false,
flickerSmoothing = 15, // higher = smoother flicker
blurSize = 0,
orbitTilt = true,
randomMotion = true,
noiseLength = 1000,
noiseStrength = 8;
document.querySelectorAll('.stars').forEach(canvas => {
var context = canvas.getContext('2d'),
color = canvas.dataset['color'],
mouse = { x: 0, y: 0 },
m = {},
r = 0,
c = 1000, // multiplier for delaunay points, since floats too small can mess up the algorithm
n = 0,
nAngle = (Math.PI * 2) / noiseLength,
nRad = 100,
nScale = 1,
nPos = {x: 0, y: 0},
points = [],
vertices = [],
triangles = [],
links = [],
particles = [],
flares = [];
function init() {
var i, j, k;
// requestAnimFrame polyfill
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
// Size canvas
resize();
mouse.x = canvas.clientWidth / 2;
mouse.y = canvas.clientHeight / 2;
// Create particle positions
for (i = 0; i < particleCount; i++) {
var p = new Particle();
particles.push(p);
points.push([p.x*c, p.y*c]);
}
vertices = Delaunay.triangulate(points);
var tri = [];
for (i = 0; i < vertices.length; i++) {
if (tri.length == 2) {
triangles.push(tri);
tri = [];
}
tri.push(vertices[i]);
}
// Tell all the particles who their neighbors are
for (i = 0; i < particles.length; i++) {
// Loop through all tirangles
for (j = 0; j < triangles.length; j++) {
// Check if this particle's index is in this triangle
k = triangles[j].indexOf(i);
// If it is, add its neighbors to the particles contacts list
if (k !== -1) {
triangles[j].forEach(function(value, index, array) {
if (value !== i && particles[i].neighbors.indexOf(value) == -1) {
particles[i].neighbors.push(value);
}
});
}
}
}
var fps = 60;
var now;
var then = Date.now();
var interval = 1000/fps;
var delta;
// Animation loop
(function animloop(){
requestAnimFrame(animloop);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
resize();
render();
}
})();
}
function render() {
if (randomMotion) {
n++;
if (n >= noiseLength) {
n = 0;
}
nPos = noisePoint(n);
}
if (renderParticles) {
// Render particles
for (var i = 0; i < particleCount; i++) {
particles[i].render();
}
}
}
function resize() {
canvas.width = window.innerWidth * (window.devicePixelRatio || 1);
canvas.height = canvas.width * (canvas.clientHeight / canvas.clientWidth);
}
// Particle class
var Particle = function() {
this.x = random(-0.1, 1.1, true);
this.y = random(-0.1, 1.1, true);
this.z = random(0,4);
this.color = color;
this.opacity = random(0.1,1,true);
this.flicker = 0;
this.neighbors = []; // placeholder for neighbors
};
Particle.prototype.render = function() {
var pos = position(this.x, this.y, this.z),
r = ((this.z * particleSizeMultiplier) + particleSizeBase) * (sizeRatio() / 1000),
o = this.opacity;
context.fillStyle = this.color;
context.globalAlpha = o;
context.beginPath();
context.fill();
context.closePath();
if (renderParticleGlare) {
context.globalAlpha = o * glareOpacityMultiplier;
// Set the transformation before drawing the glare
context.setTransform(1, 0, (glareAngle/100), 1, 0, 0);
// Draw the glare
context.fillRect(pos.x, pos.y, r * noiseStrength, r * 100);
context.closePath();
}
context.globalAlpha = 1;
};
// Utils
function noisePoint(i) {
var a = nAngle * i,
cosA = Math.cos(a),
sinA = Math.sin(a),
rad = nRad;
return {
x: rad * cosA,
y: rad * sinA
};
}
function position(x, y, z) {
return {
x: (x * canvas.width) + ((((canvas.width / 2) - mouse.x + ((nPos.x - 0.5) * noiseStrength)) * z) * motion),
y: (y * canvas.height) + ((((canvas.height / 2) - mouse.y + ((nPos.y - 0.5) * noiseStrength)) * z) * motion)
};
}
function sizeRatio() {
return canvas.width >= canvas.height ? canvas.width : canvas.height;
}
function random(min, max, float) {
return float ?
Math.random() * (max - min) + min :
Math.floor(Math.random() * (max - min + 1)) + min;
}
// init
if (canvas) init();
});
html,
body {
margin: 0;
padding: 0;
height: 100%;
}
body {
background: #000;
background-image: linear-gradient(-180deg, rgba(0, 0, 0, 0.00) 0%, #000000 100%);
height: 100%;
}
#stars {
display: block;
position: relative;
width: 100%;
height: 100vh;
z-index: 1;
position: absolute;
}
<script src="https://rawgit.com/ironwallaby/delaunay/master/delaunay.js"></script>
<script src="http://requirejs.org/docs/release/2.1.15/minified/require.js"></script>
<canvas id="Stars" class="stars" width="300" height="300" data-color="#fff"></canvas>