Как вставить текст в эти шаровые объекты в paper.js ?

#javascript #animation #paperjs

#javascript #Анимация #paperjs

Вопрос:

Я хочу добавить текст из одного слова к каждому шару в этом (http://paperjs.org/examples/candy-crash /) проект.

Например, python написан на одном шаре, а javascript написан на другом шаре.

Я не знаю, возможно ли это сделать? и, если возможно, как это сделать.

Ниже приведен код бумажного скрипта, который его генерирует.

 function Ball(r, p, v) {
    this.radius = r;
    this.point = p;
    this.vector = v;
    this.maxVec = 15;
    this.numSegment = Math.floor(r / 3   2);
    this.boundOffset = [];
    this.boundOffsetBuff = [];
    this.sidePoints = [];
    

    this.path = new Path({
        fillColor: {
            hue: Math.random() * 360,
            saturation: 1,
            brightness: 1
        },
        blendMode: 'lighter',
    });


    for (var i = 0; i < this.numSegment; i  ) {
        this.boundOffset.push(this.radius);
        this.boundOffsetBuff.push(this.radius);
        this.path.add(new Point());
        this.sidePoints.push(new Point({
            angle: 360 / this.numSegment * i,
            length: 1
        }));
    }
}

Ball.prototype = {
    iterate: function() {
        this.checkBorders();
        if (this.vector.length > this.maxVec)
            this.vector.length = this.maxVec;
        this.point  = this.vector;
        this.updateShape();
    },

    checkBorders: function() {
        var size = view.size;
        if (this.point.x < -this.radius)
            this.point.x = size.width   this.radius;
        if (this.point.x > size.width   this.radius)
            this.point.x = -this.radius;
        if (this.point.y < -this.radius)
            this.point.y = size.height   this.radius;
        if (this.point.y > size.height   this.radius)
            this.point.y = -this.radius;
    },

    updateShape: function() {
        var segments = this.path.segments;
        for (var i = 0; i < this.numSegment; i   )
            segments[i].point = this.getSidePoint(i);

        this.path.smooth();
        for (var i = 0; i < this.numSegment; i   ) {
            if (this.boundOffset[i] < this.radius / 4)
                this.boundOffset[i] = this.radius / 4;
            var next = (i   1) % this.numSegment;
            var prev = (i > 0) ? i - 1 : this.numSegment - 1;
            var offset = this.boundOffset[i];
            offset  = (this.radius - offset) / 15;
            offset  = ((this.boundOffset[next]   this.boundOffset[prev]) / 2 - offset) / 3;
            this.boundOffsetBuff[i] = this.boundOffset[i] = offset;
        }
    },

    react: function(b) {
        var dist = this.point.getDistance(b.point);
        if (dist < this.radius   b.radius amp;amp; dist != 0) {
            var overlap = this.radius   b.radius - dist;
            var direc = (this.point - b.point).normalize(overlap * 0.015);
            this.vector  = direc;
            b.vector -= direc;

            this.calcBounds(b);
            b.calcBounds(this);
            this.updateBounds();
            b.updateBounds();
        }
    },

    getBoundOffset: function(b) {
        var diff = this.point - b;
        var angle = (diff.angle   180) % 360;
        return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
    },

    calcBounds: function(b) {
        for (var i = 0; i < this.numSegment; i   ) {
            var tp = this.getSidePoint(i);
            var bLen = b.getBoundOffset(tp);
            var td = tp.getDistance(b.point);
            if (td < bLen) {
                this.boundOffsetBuff[i] -= (bLen  - td) / 2;
            }
        }
    },

    getSidePoint: function(index) {
        return this.point   this.sidePoints[index] * this.boundOffset[index];
    },

    updateBounds: function() {
        for (var i = 0; i < this.numSegment; i   )
            this.boundOffset[i] = this.boundOffsetBuff[i];
    }
};

//--------------------- main ---------------------

var balls = [];
var numBalls = 18;
for (var i = 0; i < numBalls; i  ) {
    var position = Point.random() * view.size;
    var vector = new Point({
        angle: 360 * Math.random(),
        length: Math.random() * 10
    });
    var radius = Math.random() * 60   60;
    balls.push(new Ball(radius, position, vector));
}

function onFrame() {
    for (var i = 0; i < balls.length - 1; i  ) {
        for (var j = i   1; j < balls.length; j  ) {
            balls[i].react(balls[j]);
        }
    }
    for (var i = 0, l = balls.length; i < l; i  ) {
        balls[i].iterate();
    }
}
  

Я новичок в этом. Любая помощь была бы заметна.

Ответ №1:

Вы можете легко сделать это, добавив PointText элемент по пути, чтобы отобразить имя шара.
Вот эскиз, демонстрирующий решение.
И вот обновленный код (добавленные строки прокомментированы).

 function Ball(r, p, v, name) {
    this.radius = r;
    this.point = p;
    this.vector = v;
    this.maxVec = 15;
    this.numSegment = Math.floor(r / 3   2);
    this.boundOffset = [];
    this.boundOffsetBuff = [];
    this.sidePoints = [];


    this.path = new Path({
        fillColor: {
            hue: Math.random() * 360,
            saturation: 1,
            brightness: 1
        },
        blendMode: 'lighter'
    });

    // Create a text item to display the name.
    this.text = new PointText({
        content: name,
        justification: 'center'
    });


    for (var i = 0; i < this.numSegment; i  ) {
        this.boundOffset.push(this.radius);
        this.boundOffsetBuff.push(this.radius);
        this.path.add(new Point());
        this.sidePoints.push(new Point({
            angle: 360 / this.numSegment * i,
            length: 1
        }));
    }
}

Ball.prototype = {
    iterate: function() {
        this.checkBorders();
        if (this.vector.length > this.maxVec) {
            this.vector.length = this.maxVec;
        }
        this.point  = this.vector;
        this.updateShape();
    },

    checkBorders: function() {
        var size = view.size;
        if (this.point.x < -this.radius) {
            this.point.x = size.width   this.radius;
        }
        if (this.point.x > size.width   this.radius) {
            this.point.x = -this.radius;
        }
        if (this.point.y < -this.radius) {
            this.point.y = size.height   this.radius;
        }
        if (this.point.y > size.height   this.radius) {
            this.point.y = -this.radius;
        }
    },

    updateShape: function() {
        var segments = this.path.segments;
        for (var i = 0; i < this.numSegment; i  ) {
            segments[i].point = this.getSidePoint(i);
        }

        this.path.smooth();
        for (var i = 0; i < this.numSegment; i  ) {
            if (this.boundOffset[i] < this.radius / 4) {
                this.boundOffset[i] = this.radius / 4;
            }
            var next = (i   1) % this.numSegment;
            var prev = (i > 0) ? i - 1 : this.numSegment - 1;
            var offset = this.boundOffset[i];
            offset  = (this.radius - offset) / 15;
            offset  = ((this.boundOffset[next]   this.boundOffset[prev]) / 2 - offset) / 3;
            this.boundOffsetBuff[i] = this.boundOffset[i] = offset;
        }

        // Place the text at the center of the path.
        this.text.position = this.path.position;
    },

    react: function(b) {
        var dist = this.point.getDistance(b.point);
        if (dist < this.radius   b.radius amp;amp; dist != 0) {
            var overlap = this.radius   b.radius - dist;
            var direc = (this.point - b.point).normalize(overlap * 0.015);
            this.vector  = direc;
            b.vector -= direc;

            this.calcBounds(b);
            b.calcBounds(this);
            this.updateBounds();
            b.updateBounds();
        }
    },

    getBoundOffset: function(b) {
        var diff = this.point - b;
        var angle = (diff.angle   180) % 360;
        return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
    },

    calcBounds: function(b) {
        for (var i = 0; i < this.numSegment; i  ) {
            var tp = this.getSidePoint(i);
            var bLen = b.getBoundOffset(tp);
            var td = tp.getDistance(b.point);
            if (td < bLen) {
                this.boundOffsetBuff[i] -= (bLen - td) / 2;
            }
        }
    },

    getSidePoint: function(index) {
        return this.point   this.sidePoints[index] * this.boundOffset[index];
    },

    updateBounds: function() {
        for (var i = 0; i < this.numSegment; i  ) {
            this.boundOffset[i] = this.boundOffsetBuff[i];
        }
    }
};

//--------------------- main ---------------------

var balls = [];
var numBalls = 18;
for (var i = 0; i < numBalls; i  ) {
    var position = Point.random() * view.size;
    var vector = new Point({
        angle: 360 * Math.random(),
        length: Math.random() * 10
    });
    var radius = Math.random() * 60   60;
    balls.push(new Ball(radius, position, vector, 'Ball '   i   1));
}

function onFrame() {
    for (var i = 0; i < balls.length - 1; i  ) {
        for (var j = i   1; j < balls.length; j  ) {
            balls[i].react(balls[j]);
        }
    }
    for (var i = 0, l = balls.length; i < l; i  ) {
        balls[i].iterate();
    }
}
  

Комментарии:

1. Да, это то, что я искал. Большое вам спасибо…