如何更改此颜色(纯js)
How to change the color of this (pure js)?
我正在尝试在我的网站中实现这个鼠标关注:
http://codepen.io/hakimel/pen/KanIi
但是我想要自己的自定义颜色,而不是默认显示的颜色。我更改了填充颜色值并能够更改为一种特定颜色,但我想要 4 种不同的颜色。所以我尝试在fillColor旁边为这个函数添加特定的颜色:但没有这样的运气。我还创建了一个fillcolor2:属性,如下所示:
for (var i = 0; i < QUANTITY; i++) {
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: '#bf3e27',
fillColor2: '#1c305c',
orbit: RADIUS*.1 + (RADIUS * .5 * Math.random())
};
并补充说:
context.fillStyle = particle.fillColor2;
context.strokeStyle = particle.fillColor2;
但这也没有用。我还尝试复制和粘贴相同的 js 代码,看看它是否有效,并且只是更改了填充颜色,但它只会显示最后一个粘贴的。
谁能告诉我如何以最简单的方式获得 4 种不同的颜色,我觉得我把这复杂化了,但显然是一个初学者,对此感到相当沮丧?
最后,我希望 4 种不同的颜色跨越不同的半径,我弄乱了不同的 RADIUS 变量,但几乎不可能弄清楚如何在只有一种颜色的情况下完成我想要的。所以每种颜色会有 4 种,我将数量更改为:
var QUANTITY = 16;
我需要前 4 种颜色半径为 10,因此对于我设置的第一个颜色:
var RADIUS = 10;
理想情况下,我需要前 4 种颜色 (#AAAAAA) 半径为 10,但需要后 #BBBBBBB 4 种颜色在半径 10 到 30 之间,第三种颜色 (#CCCCCC) 在半径 30-50 之间,最后第四种颜色 (#DDDDDD) 在 50 到 70 之间。
有什么建议吗?
这些数组替换QUANTITY
、COLOR
和RADIUS
的定义,同时定义RADIUS
的范围:
var GROUPS = [
{
QUANTITY: 4,
RADIUS: [ 5, 10],
COLOR: 0x888888
},
{
QUANTITY: 4,
RADIUS: [10, 30],
COLOR: 0xAA80AA
},
{
QUANTITY: 4,
RADIUS: [30, 50],
COLOR: 0xA0A0CC
},
{
QUANTITY: 4,
RADIUS: [50, 70],
COLOR: 0xFFE0E0
}
];
然后在createParticles
函数中,您将迭代这些GROUPS
:
for (var g = 0; g < GROUPS.length; g++) {
var attribs = GROUPS[g];
for (var i = 0; i < attribs.QUANTITY; i++) {
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: '#' + attribs.COLOR.toString(16),
orbit: attribs.RADIUS[0] +
(attribs.RADIUS[1]-attribs.RADIUS[0]) * Math.random()
};
particles.push( particle );
}
}
下面是一个片段:
// One of my first <canvas> experiments, woop! :D
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var GROUPS = [
{
QUANTITY: 4,
RADIUS: [ 5, 10],
COLOR: 0x888888
},
{
QUANTITY: 4,
RADIUS: [10, 30],
COLOR: 0xAA80AA
},
{
QUANTITY: 4,
RADIUS: [30, 50],
COLOR: 0xA0A0CC
},
{
QUANTITY: 4,
RADIUS: [50, 70],
COLOR: 0xFFE0E0
}
];
var RADIUS_SCALE = 1;
var RADIUS_SCALE_MIN = 1;
var RADIUS_SCALE_MAX = 1.5;
var canvas;
var context;
var particles;
var mouseX = SCREEN_WIDTH * 0.5;
var mouseY = SCREEN_HEIGHT * 0.5;
var mouseIsDown = false;
function init() {
canvas = document.getElementById( 'world' );
if (canvas && canvas.getContext) {
context = canvas.getContext('2d');
// Register event listeners
window.addEventListener('mousemove', documentMouseMoveHandler, false);
window.addEventListener('mousedown', documentMouseDownHandler, false);
window.addEventListener('mouseup', documentMouseUpHandler, false);
document.addEventListener('touchstart', documentTouchStartHandler, false);
document.addEventListener('touchmove', documentTouchMoveHandler, false);
window.addEventListener('resize', windowResizeHandler, false);
createParticles();
windowResizeHandler();
setInterval( loop, 1000 / 60 );
}
}
function createParticles() {
particles = [];
for (var g = 0; g < GROUPS.length; g++) {
var attribs = GROUPS[g];
for (var i = 0; i < attribs.QUANTITY; i++) {
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: '#' + attribs.COLOR.toString(16),
orbit: attribs.RADIUS[0] +
(attribs.RADIUS[1]-attribs.RADIUS[0]) * Math.random()
};
particles.push( particle );
}
}
}
function documentMouseMoveHandler(event) {
mouseX = event.clientX - (window.innerWidth - SCREEN_WIDTH) * .5;
mouseY = event.clientY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
function documentMouseDownHandler(event) {
mouseIsDown = true;
}
function documentMouseUpHandler(event) {
mouseIsDown = false;
}
function documentTouchStartHandler(event) {
if(event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - (window.innerWidth - SCREEN_WIDTH) * .5;;
mouseY = event.touches[0].pageY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
}
function documentTouchMoveHandler(event) {
if(event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - (window.innerWidth - SCREEN_WIDTH) * .5;;
mouseY = event.touches[0].pageY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
}
function windowResizeHandler() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
}
function loop() {
if( mouseIsDown ) {
RADIUS_SCALE += ( RADIUS_SCALE_MAX - RADIUS_SCALE ) * (0.02);
}
else {
RADIUS_SCALE -= ( RADIUS_SCALE - RADIUS_SCALE_MIN ) * (0.02);
}
RADIUS_SCALE = Math.min( RADIUS_SCALE, RADIUS_SCALE_MAX );
context.fillStyle = 'rgba(0,0,0,0.05)';
context.fillRect(0, 0, context.canvas.width, context.canvas.height);
for (i = 0, len = particles.length; i < len; i++) {
var particle = particles[i];
var lp = { x: particle.position.x, y: particle.position.y };
// Rotation
particle.offset.x += particle.speed;
particle.offset.y += particle.speed;
// Follow mouse with some lag
particle.shift.x += ( mouseX - particle.shift.x) * (particle.speed);
particle.shift.y += ( mouseY - particle.shift.y) * (particle.speed);
// Apply position
particle.position.x = particle.shift.x + Math.cos(i + particle.offset.x) * (particle.orbit*RADIUS_SCALE);
particle.position.y = particle.shift.y + Math.sin(i + particle.offset.y) * (particle.orbit*RADIUS_SCALE);
// Limit to screen bounds
particle.position.x = Math.max( Math.min( particle.position.x, SCREEN_WIDTH ), 0 );
particle.position.y = Math.max( Math.min( particle.position.y, SCREEN_HEIGHT ), 0 );
particle.size += ( particle.targetSize - particle.size ) * 0.05;
if( Math.round( particle.size ) == Math.round( particle.targetSize ) ) {
particle.targetSize = 1 + Math.random() * 7;
}
context.beginPath();
context.fillStyle = particle.fillColor;
context.strokeStyle = particle.fillColor;
context.lineWidth = particle.size;
context.moveTo(lp.x, lp.y);
context.lineTo(particle.position.x, particle.position.y);
context.stroke();
context.arc(particle.position.x, particle.position.y, particle.size/2, 0, Math.PI*2, true);
context.fill();
}
}
window.onload = init;
body {
background-color: #000000;
padding: 0;
margin: 0;
overflow: hidden;
}
<canvas id='world'></canvas>
定义数组中粒子的设置
// I've changed the color for better visibility
var ParticleSettings = [
{color: "#f00", radiusMin: 10, radiusMax: 10},
{color: "#0f0", radiusMin: 10, radiusMax: 30},
{color: "#00f", radiusMin: 30, radiusMax: 50}
];
要获取粒子的正确设置(在本例中为索引),请使用此函数
function getParticleSettings(particleIndex) {
var settingsIndex = Math.floor(particleIndex / 4) % ParticleSettings.length,
settings = ParticleSettings[settingsIndex];
return {
color: settings.color,
radius: getRandom(settings.radiusMin, settings.radiusMax)
};
}
getRandom
只是一个小的辅助函数,用于获取两个边界之间的随机数
function getRandom(min, max) {
return Math.floor((Math.random() * (max - min)) + min)
}
在createParticle
中,我们必须更改for
循环以获取当前粒子的设置
for (var i = 0; i < QUANTITY; i++) {
// get the settings for the current particle
var particleSettings = getParticleSettings(i);
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: particleSettings.color, // <--
orbit: particleSettings.radius // <--
};
particles.push( particle );
}
这将是上述更改的结果。
您可以定义数组中的颜色,因为您使用的是 for 循环,您可以像这样索引它们:
var colors = ['#AAAAAA', '#BBBBBB', '#CCCCCC', '#DDDDDD'];
var particle = {
...
fillColor: colors[i],
...
}
这现在仅适用于前四种颜色,但由于您声明您的数量为 16,因此您可以使用 2 个for
循环来实现此目的。像这样:
//will run 16 times
for(var i = 0; i < QUANTITY; i++) {
for(var x = 0; x < 4; x++) {
var particle = {
//note that i'm using x here since the array has only 4 keys.
fillColor: colors[x];
}
}
}
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