P5.js 8 方向 lerp color/color 如何改变?
P5.js how to do 8 directional lerp color/color change?
我在这段代码中遇到的最后一个问题是我不确定如何创建 8 方向的颜色变化效果。
我只能映射一个 mouseX 使其水平或垂直 lerpColor。
但是如何通过同时移动 mouseX 和 mouseY 使其工作?
我在 class 的 shift_Color 方法中找到了它。我试图在某个 dist() 中声明,lerpColor。但是现在它只显示黑色而不是变色效果。
let cubes = [];
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
backCol = color(243, 243, 243);
//background(backCol);
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
let xPos = map(i, 0, 9, 50, width - 50);
let yPos = map(j, 0, 9, 50, height - 50);
cubes.push(new Cubes(xPos, yPos));
}
}
}
function draw() {
background(backCol);
noFill();
for (let a = 0; a < cubes.length; a++) {
cubes[a].update();
}
}
class Cubes {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = 30;
this.stroke = 70;
this.gap = 110
this.shift1 = color(96);
this.shift2 = color(244);
}
update() {
this.shape();
this.shift_Color();
}
shape() {
push();
stroke(this.stroke);
//fill(this.shift1);
this.shift_Color();
translate(this.x - width / 2, this.y - height / 2, 0);
this.magnetic()
box(this.size);
pop();
}
shift_Color() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.shift1 = color(96);
this.shift2 = color(244);
this.shiftX = map(mouseX - width/2,this.gap,distance,0,1.0);
this.change = lerpColor(this.shift1, this.shift2, this.shiftX);
fill(this.change);
} else {
fill(this.shift1);
}
}
magnetic() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.attract = atan2(mouseY - this.y, mouseX - this.x);
rotateX(this.attract);
rotateY(this.attract);
} else {
rotateX(millis() / 1000);
rotateY(millis() / 1000);
}
}
}
如果我正确理解了你的问题,那么你的代码中有两个问题。
首先是因为您试图将鼠标和立方体之间的距离映射到 0 和 1 之间的数字,所以您应该写 lerpColor(this.shift2, this.shift1, this.shiftX)
而不是 lerpColor(this.shift1, this.shift2, this.shiftX)
,因为 this.shift2
是较浅的颜色,将是内部颜色。
另一个问题是映射change
变量时,change
应该根据鼠标和立方体之间的距离(即distance
变量)计算,而不是mouseX
或 mouseY
。解决方案是简单地做 map(distance, 0, this.gap, 0, 1);
.
let cubes = [];
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
backCol = color(243, 243, 243);
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
let xPos = map(i, 0, 9, 50, width - 50);
let yPos = map(j, 0, 9, 50, height - 50);
cubes.push(new Cubes(xPos, yPos));
}
}
}
function draw() {
background(backCol);
noFill();
for (let cube of cubes) {
cube.update();
}
}
class Cubes {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = 30;
this.stroke = 70;
this.gap = 110
this.shift1 = color(96);
this.shift2 = color(244);
}
update() {
this.shape();
this.shift_Color();
}
shape() {
push();
stroke(this.stroke);
//fill(this.shift1);
this.shift_Color();
translate(this.x - width / 2, this.y - height / 2, 0);
this.magnetic()
box(this.size);
pop();
}
shift_Color() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.shiftX = map(distance, 0, this.gap, 0, 1);
// this.shiftX = map(mouseX - width/2,this.gap,distance,0,1.0);
this.change = lerpColor(this.shift2, this.shift1, this.shiftX);
// this.change = lerpColor(this.shift1, this.shift2, this.shiftX);
fill(this.change);
} else {
fill(this.shift1);
}
}
magnetic() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.attract = atan2(mouseY - this.y, mouseX - this.x);
rotateX(this.attract);
rotateY(this.attract);
} else {
rotateX(millis() / 1000);
rotateY(millis() / 1000);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>
我也修改了你的一些代码。喜欢这行
this.shift1 = color(96);
this.shift2 = color(244);
目前不需要,因为这些变量在执行期间都没有变化。
我在这段代码中遇到的最后一个问题是我不确定如何创建 8 方向的颜色变化效果。 我只能映射一个 mouseX 使其水平或垂直 lerpColor。 但是如何通过同时移动 mouseX 和 mouseY 使其工作?
我在 class 的 shift_Color 方法中找到了它。我试图在某个 dist() 中声明,lerpColor。但是现在它只显示黑色而不是变色效果。
let cubes = [];
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
backCol = color(243, 243, 243);
//background(backCol);
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
let xPos = map(i, 0, 9, 50, width - 50);
let yPos = map(j, 0, 9, 50, height - 50);
cubes.push(new Cubes(xPos, yPos));
}
}
}
function draw() {
background(backCol);
noFill();
for (let a = 0; a < cubes.length; a++) {
cubes[a].update();
}
}
class Cubes {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = 30;
this.stroke = 70;
this.gap = 110
this.shift1 = color(96);
this.shift2 = color(244);
}
update() {
this.shape();
this.shift_Color();
}
shape() {
push();
stroke(this.stroke);
//fill(this.shift1);
this.shift_Color();
translate(this.x - width / 2, this.y - height / 2, 0);
this.magnetic()
box(this.size);
pop();
}
shift_Color() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.shift1 = color(96);
this.shift2 = color(244);
this.shiftX = map(mouseX - width/2,this.gap,distance,0,1.0);
this.change = lerpColor(this.shift1, this.shift2, this.shiftX);
fill(this.change);
} else {
fill(this.shift1);
}
}
magnetic() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.attract = atan2(mouseY - this.y, mouseX - this.x);
rotateX(this.attract);
rotateY(this.attract);
} else {
rotateX(millis() / 1000);
rotateY(millis() / 1000);
}
}
}
如果我正确理解了你的问题,那么你的代码中有两个问题。
首先是因为您试图将鼠标和立方体之间的距离映射到 0 和 1 之间的数字,所以您应该写 lerpColor(this.shift2, this.shift1, this.shiftX)
而不是 lerpColor(this.shift1, this.shift2, this.shiftX)
,因为 this.shift2
是较浅的颜色,将是内部颜色。
另一个问题是映射change
变量时,change
应该根据鼠标和立方体之间的距离(即distance
变量)计算,而不是mouseX
或 mouseY
。解决方案是简单地做 map(distance, 0, this.gap, 0, 1);
.
let cubes = [];
function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
backCol = color(243, 243, 243);
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
let xPos = map(i, 0, 9, 50, width - 50);
let yPos = map(j, 0, 9, 50, height - 50);
cubes.push(new Cubes(xPos, yPos));
}
}
}
function draw() {
background(backCol);
noFill();
for (let cube of cubes) {
cube.update();
}
}
class Cubes {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = 30;
this.stroke = 70;
this.gap = 110
this.shift1 = color(96);
this.shift2 = color(244);
}
update() {
this.shape();
this.shift_Color();
}
shape() {
push();
stroke(this.stroke);
//fill(this.shift1);
this.shift_Color();
translate(this.x - width / 2, this.y - height / 2, 0);
this.magnetic()
box(this.size);
pop();
}
shift_Color() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.shiftX = map(distance, 0, this.gap, 0, 1);
// this.shiftX = map(mouseX - width/2,this.gap,distance,0,1.0);
this.change = lerpColor(this.shift2, this.shift1, this.shiftX);
// this.change = lerpColor(this.shift1, this.shift2, this.shiftX);
fill(this.change);
} else {
fill(this.shift1);
}
}
magnetic() {
let distance = dist(mouseX, mouseY, this.x, this.y);
if (distance < this.gap) {
this.attract = atan2(mouseY - this.y, mouseX - this.x);
rotateX(this.attract);
rotateY(this.attract);
} else {
rotateX(millis() / 1000);
rotateY(millis() / 1000);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>
我也修改了你的一些代码。喜欢这行
this.shift1 = color(96);
this.shift2 = color(244);
目前不需要,因为这些变量在执行期间都没有变化。