shn*_*son 5 processing gradient
我试图让我的球拍从白色变为渐变(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: //Ball int ballX = 500; int ballY = 350; int 球高度 = 35; int 球宽度 = 35; int速度X = 4; int速度Y = 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;
}
}
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小智 1
您可以尝试的是为您正在绘制的每个矩形创建一个PGraphics对象,使用线性插值用渐变颜色填充它,然后而不是使用rect(x1, y1, x2, y2), in drawPaddle()use image(pgraphic, x, y)。
以下是如何在处理中使用创建渐变效果lerpColor():
(x1, y1)和终点。(x2, y2)c1和c2。(x, y),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到 lerp 的“数量”。
float t = dist(x1, y1, x, y) / dist(x1, x2, y1, y2)lerpColor()as中lerpColor(c1, c2, value)。这将为您提供 P 点的颜色。这是一个例子: 注意:这里,我将要调整t的量作为梯度起点之间的距离除以梯度起点和终点之间的距离,因为它始终是 0 之间的值和 1。
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);
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这是我在全局范围内创建它然后使用以下命令绘制它时的draw()结果image(g, width/2 ,height/2):
现在,您可以根据自己的喜好修改所有内容。
如果它对您有任何帮助,请将此标记为答案。