我试图让我的桨从白色变为渐变(线性),并使球具有径向渐变。感谢您的帮助!您可以在 void drawPaddle 中找到桨的代码。
这是我的代码:
//球
int ballX = 500;
int ballY = 350;
int ballHeight = 35;
int ballWidth = 35;
整数速度X = 4;
int speedY = 4;
int方向X = 1;
int方向Y = 1;
//Paddles
int player1X = 30;
int player2X = 830;
int player1Y = 350;
int player2Y = 350;
//Healthbars
int bar1X = 100;
int bar1Y = 20;
int player1health = 100;
int bar1colour = #22E515;
int bar2X = 700;
int bar2Y = 20;
int player2health = 100;
int bar2colour = #22E515;
//Movements
boolean upX = false;
boolean downX = false;
boolean upY = false;
boolean downY = false;
void setup() {
size(900, 700);
}
void draw() {
background(55, 68, 120);
drawPaddle();
//EmptySpace**
fill(55, 68, 120);
noStroke();
rect(player1X, player1Y, 40, 140);
rect(player2X, player2Y, 40, 140);
//Healthbars
fill(bar1colour);
rect(bar1X, bar1Y, player1health, 15);
fill(bar2colour);
rect(bar2X, bar2Y, player2health, 15);
//Ball
fill(194, 16, 0);
ellipse(ballX, ballY, ballHeight, ballWidth);
moveCircle();
movePaddle();
moveCollisions();
}
void drawPaddle() {
fill(255);
noStroke();
rect(30, 0, 40, 1000);
rect(830, 0, 40, 1000);
}
void moveCircle() {
ballX = ballX + speedX * 1;
ballY = ballY + speedY * 1;
if (ballX > width- ballWidth +20 || ballX < ballWidth) {
speedX *= -1;
}
if (ballY > height- ballHeight +20 || ballY < ballHeight) {
speedY *= -1;
}
}
void movePaddle() {
//key movements
if (upX == true) {
player1Y = player1Y - 5;
}
if (downX == true) {
player1Y = player1Y + 5;
}
if (upY == true) {
player2Y = player2Y - 5;
}
if (downY == true) {
player2Y = player2Y + 5;
}
//Wrap around
if (player1Y > 700) {
player1Y = 0;
} else if (player1Y + 140 < 0) {
player1Y = 700;
}
if (player2Y > 700) {
player2Y = 0;
} else if (player2Y + 140 < 0) {
player2Y = 700;
}
}
void moveCollisions() {
//Collisions
if ((ballX - ballWidth / 2 < player1X + 40) && ((ballY - ballHeight / 2 > player1Y + 140) || (ballY + ballHeight / 2 < player1Y))) {
if (speedX < 0) {
player1health -= 20;
speedX = -speedX*1;
if (player1health == 20) {
bar1colour = #F51911;
}
}
} else if ((ballX + ballWidth / 2 > player2X) && ((ballY - ballHeight / 2 > player2Y + 140) || (ballY + ballHeight/2 < player2Y))) {
if (speedX > 0) {
player2health -= 20;
bar2X += 20;
speedX = -speedX*1;
if (player2health == 20) {
bar2colour = #F51911;
}
}
}
}
void keyPressed() {
if (key == 'w' || key == 'W') {
upX = true;
} else if (key == 's' || key == 'S') {
downX = true;
} else if (keyCode == UP) {
upY = true;
} else if (keyCode == DOWN) {
downY = true;
}
}
void keyReleased() {
if (key == 'w' || key == 'W') {
upX = false;
} else if (key == 's' || key == 'S') {
downX = false;
} else if (keyCode == UP) {
upY = false;
} else if (keyCode == DOWN) {
downY = false;
}
}
答案 0 :(得分:2)
我专门为此编写了一个名为 PeasyGradients 的库(在 Processing 中绘制颜色渐变)——从 Github 版本下载 .jar 并将其拖放到你的草图。它将 1D 渐变作为 2D 光谱渲染到您的草图或给定的 PGraphics
对象中。
以下是使用所需梯度绘制线性和径向光谱的示例:
PeasyGradients renderer;
PGraphics rectangle, circle, circleMask;
final Gradient pinkToYellow = new Gradient(color(227, 140, 185), color(255, 241, 166));
void setup() {
size(800, 800);
renderer = new PeasyGradients(this);
rectangle = createGraphics(100, 400);
renderer.setRenderTarget(rectangle); // render into rectangle PGraphics
renderer.linearGradient(pinkToYellow, PI/2); // gradient, angle
circle = createGraphics(400, 400);
renderer.setRenderTarget(circle); // render into circle PGraphics
renderer.radialGradient(pinkToYellow, new PVector(200, 200), 0.5); // gradient, midpoint, zoom
// circle is currently a square image of a radial gradient, so needs masking to be circular
circleMask = createGraphics(400, 400);
circleMask.beginDraw();
circleMask.fill(255); // keep white pixels
circleMask.circle(200, 200, 400);
circleMask.endDraw();
circle.mask(circleMask);
}
void draw() {
background(255);
image(rectangle, 50, 50);
image(circle, 250, 250);
}
答案 1 :(得分:1)
您可以尝试为正在绘制的每个矩形创建一个 PGraphics 对象,使用 linear interpolation 为其填充渐变色,然后在 {{1} 中而不是使用 rect(x1, y1, x2, y2)
} 使用 drawPaddle()
。
以下是在处理过程中使用 image(pgraphic, x, y)
创建渐变效果的方法:
lerpColor()
,终点为梯度的 (x1, y1)
。(x2, y2)
和 c1
。c2
,计算起点和 P 之间的距离并将其除以起点和终点之间的距离。这将是从开始颜色和结束颜色开始的“数量”。
(x, y)
float t = dist(x1, y1, x, y) / dist(x1, x2, y1, y2)
中作为 lerpColor()
。这将为您提供 P 点的颜色。这是一个例子:
注意:这里,我取lerpColor(c1, c2, value)
,它是渐变起点之间的距离除以渐变起点和终点之间的距离,因为它将始终是介于 0 和 1 之间的值。
t
这是我在全局范围内创建它然后在 PGraphics g = createGraphics(50, 200); // set these values to the size(width, height) of paddle you want
color startColor = color(255, 25, 25); // color of start of the gradient
color endColor = color(25, 25, 255); // color of end of the gradient
g.beginDraw(); //start drawing in this as you would draw in the screen
g.loadPixels();//load pixels, as we are going to set the color of this, pixel-by-pixel
int x1 = g.width/2;
int y1 = 0;
int x2 = g.width/2;
int y2 = g.height;
// (x1, y1) is the start point of gradient
// (x2, y2) is the end point of gradient
// loop through all the pixels
for (int x=0; x<g.width; x++) {
for (int y=0; y<g.height; y++) {
//amout to lerp, the closer this is to (x2, y2) it will get closer to endColor
float t = dist(x1, y1, x, y) / dist(x1, y1, x2, y2);
// you need to convert 2D indices to 1D, as pixels[] is an 1D array
int index = x + y * g.width;
g.pixels[index] = lerpColor(startColor, endColor, t);
}
}
g.updatePixels(); // update the pixels
g.endDraw(); // we are done drawing into this
// Now, you can draw this using image(g, x, y);
中使用 draw()
绘制它时的结果:
现在,您可以根据自己的喜好修改所有内容。
如果对您有任何帮助,请将其标记为答案。
答案 2 :(得分:1)
很好的问题,很棒的 mycycle 和 void main 的答案已经很棒了。 PeasyGradients library 看起来很棒!
我想贡献一个小的解决方法:使用 P2D
渲染器通过形状处理渐变:
size(100,100,P2D);// render via OpenGL
noStroke();
// draw the rect by manually setting vertices
beginShape();
// gradient start
fill(#fef1a6);
vertex(0 , 0); // TL
vertex(100, 0); // TR
// gradient end
fill(#e28ab9);
vertex(100,100); // BR
vertex( 0,100); // BL
endShape();
对于更复杂的形状,这可以与 mask() 结合使用。不仅可以屏蔽 PImage
,还可以屏蔽 PGraphics
,因为它们继承自 PImage
:
PGraphics gradient;
PGraphics mask;
void setup() {
size(640, 360, P2D);
gradient = getGradientRect(width, height, #fef1a6, #e28ab9);
mask = getMaskRect(width, height);
}
void draw() {
background(#483b6c);
drawPongShapes();
// apply pong shapes mask to gradient
gradient.mask(mask);
// render masked gradient
image(gradient, 0, 0);
}
// draw white shapes (masks) on black background
void drawPongShapes(){
mask.beginDraw();
mask.background(0);
mask.ellipse(width * 0.5, height * 0.5, 60, 60);
mask.rect(width * .25, mouseY, 30, 150);
mask.rect(width * .75, height-mouseY, 30, 150);
mask.endDraw();
}
PGraphics getMaskRect(int w, int h) {
PGraphics layer = createGraphics(w, h, P2D);
layer.beginDraw();
layer.background(0);
layer.noStroke();
layer.fill(255);
layer.ellipseMode(CENTER);
layer.rectMode(CENTER);
layer.endDraw();
return layer;
}
PGraphics getGradientRect(int w, int h, color grad1, color grad2) {
PGraphics layer = createGraphics(w, h, P2D);
layer.beginDraw();
layer.noStroke();
// draw rect as shape quad
layer.beginShape();
// gradient start
layer.fill(grad1);
layer.vertex(0, 0); // TL
layer.vertex(w, 0); // TR
// gradient end
layer.fill(grad2);
layer.vertex(w, h); // BR
layer.vertex(0, h); // BL
layer.endShape();
layer.endDraw();
return layer;
}