颜色循环
本教程将探索”认识 Canvas”示例中颜色循环的一些变体。它包括动画说明和一些基本的用户控件。
基本颜色循环
Section titled “基本颜色循环”此效果由一个填充整个 canvas 并随时间改变颜色的矩形组成。用户可以编辑颜色转换的速度。
<head> <title>Generic</title> <meta description="Template"/> <meta publisher="WhirlwindFX" /> <!-- 1. Create numeric slider to edit the animation speed --> <meta property="speed" label="Cycle Speed" type="number" min="1" max="10" default="2"></head>
<body style="margin: 0; padding: 0;"> <!-- 2. Create the canvas element inside of the body tag --> <canvas id="exCanvas" width="320" height="200"></canvas></body>
<script> // 3. Get the canvas element from the DOM var c = document.getElementById("exCanvas"); var ctx = c.getContext("2d");
// 4. Declare script variables var width = 320; var height = 200; var hue = 0;
// 5. Write update function to render each frame function update() { // 6. Set fillstyle, hue is variable over time ctx.fillStyle = 'hsl('+ hue + ', 100%, 50%)'; // 7. Use the fillRect method to create the path and draw in the same command ctx.fillRect(0, 0, width , height); // 8. Iterate the hue by the speed set by the user. Small adjustment made for better user slider. hue+=(speed / 4); // 9. Limit hue to the 0-360 range for use with hsl if (hue > 360) { hue = hue % 360; } // 10. Re-call the update function at the end of every update window.requestAnimationFrame(update); }
// 11. Initial update call window.requestAnimationFrame(update);</script>
结果是丰富多彩的,但很基础。我们可以在 canvas 上做更多!
渐变颜色循环
Section titled “渐变颜色循环”在这里,我用随时间变化的渐变替换了单一颜色。用户可以编辑颜色转换的速度以及每个渐变点之间的距离。
<head> <title>Generic</title> <meta description="Template"/> <meta publisher="WhirlwindFX" /> <meta property="speed" label="Cycle Speed" type="number" min="1" max="10" default="2"> <!-- 1. Create numeric slider to edit the color width of the gradient --> <meta property="distance" label="Color Distance" type="number" min="1" max="160" default="50"></head>
<body style="margin: 0; padding: 0;"> <canvas id="exCanvas" width="320" height="200"></canvas></body>
<script>
var c = document.getElementById("exCanvas"); var ctx = c.getContext("2d");
var width = 320; var height = 200;
// 2. Initial hue is set to 0 var hue1 = 0;
function update() {
// 3. Create two more colors for use with the gradient by adding the user's color width. hue1+=(speed / 4); hue2 = hue1 + distance; hue3 = hue2 + distance; // 4. Limit each individual hue to the 0-360 range if (hue1 > 360) { hue1 = hue1 % 360; } if (hue2 > 360) { hue2 = hue2 % 360; } if (hue3 > 360) { hue3 = hue3 % 360; }
// 5. Create a linear gradient. var grd = ctx.createLinearGradient(0, 0, width, 0); //6. Set gradient color stops with the hues. grd.addColorStop(0, `hsl(${hue1}, 100%, 50%)`); grd.addColorStop(.5, `hsl(${hue2}, 100%, 50%)`); grd.addColorStop(1, `hsl(${hue3}, 100%, 50%)`);
// 7. Set fillstyle and draw rectangle ctx.fillStyle = grd; ctx.fillRect(0, 0, width , height);
window.requestAnimationFrame(update); }
window.requestAnimationFrame(update);
</script>
像素化颜色循环
Section titled “像素化颜色循环”这个变得有点复杂,请耐心理解数学部分。我们最后的颜色循环是像素化的蛇形颜色爬行。
<head> <title>Generic</title> <meta description="Template"/> <meta publisher="WhirlwindFX" /> <meta property="speed" label="Cycle Speed" type="number" min="1" max="10" default="2"> <meta property="distance" label="Color Distance" type="number" min="1" max="10" default="2"> <!-- 1. Create numeric slider to edit the pixel density of the cycle --> <meta property="density" label="Pixel Density" type="number" min="0" max="2" default="1"></head>
<body style="margin: 0; padding: 0;"> <canvas id="exCanvas" width="320" height="200"></canvas></body>
<script>
var c = document.getElementById("exCanvas"); var ctx = c.getContext("2d");
var width = 320; var height = 200; var hue = 0;
function update() {
// 2. Draw a white background to overwrite previous frames ctx.fillStyle = "white" ctx.fillRect(0, 0, width, height)
hue += (speed/4); if(hue > 360) { hue = hue % 360; }
// 3. Calculate the square size from user input. var size = 10 * Math.pow(2, density); // 4. Calculate the total number of squares. var goal = 64000 / (size * size);
// 5. While loop will run until we hit the specified number of squares var i = 0; while(i < goal){ // 6. Calculate row and column multiplyer var iRow = Math.floor(i / (width / size)); var iCol = i % (width / size); // 7. Calculate (x ,y) for each square var ix = iCol * size; var iy = iRow * size; // 8. Calculate the variable color of each square based on user input. var iHue = hue + (i * distance); if(iHue > 360){ iHue = iHue % 360; }
// 9. If the iRow calculation is odd, flip the horizontal draw direction. if(iRow % 2 != 0){ ix = (width - size) - iCol * size; }
ctx.beginPath(); ctx.rect(ix, iy, size, size);
ctx.fillStyle = `hsl(${iHue}, 100%, 50%)`; ctx.fill(); i++; }
window.requestAnimationFrame(update); }
window.requestAnimationFrame(update);
</script>
希望您在颜色循环上玩得开心!对于涉及基于类的行为和一些基本物理的教程,请查阅 Ball Class 页面。