#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…