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我目前正在製作一個畫布動畫,效果很好。糟糕的畫布背景
你可以看看下面我的代碼:
var canvas = document.getElementById('bubble'),
ctx = canvas.getContext('2d');
ctx.save();
var wW = canvas.width = window.innerWidth,
wH = canvas.height = window.innerHeight;
var particles = [];
var particleIndex = 0;
var dx = dy = distance = 0;
function Particle(){
this.x = Math.random() * wW;
this.y = Math.random() * wH;
this.rad = 20;
this.color = "blue";
this.vX = Math.random() * (1.01 - (-1)) + (-1);
this.vY = Math.random() * (1.01 - (-1)) + (-1);
particles[particleIndex] = this;
particleIndex++;
}
Particle.prototype.draw = function(){
this.x += this.vX;
this.y += this.vY;
this.collision();
//outer
ctx.beginPath();
ctx.arc(this.x, this.y, this.rad, 0, Math.PI * 2);
ctx.stroke();
//center
ctx.beginPath();
ctx.arc(this.x, this.y, this.rad/10, 0, Math.PI * 2);
ctx.fillStyle="red";
ctx.fill();
}
Particle.prototype.collision = function(){
if(this.x + this.rad >= wW || this.x - this.rad <= 0){
this.vX *= -1;
}
if(this.y + this.rad >= wH || this.y - this.rad <= 0){
this.vY *= -1;
}
}
function line(){
for(var i=0; i < particles.length; i++){
for(var j=0; j < particles.length; j++){
dx = particles[i].x - particles[j].x;
dy = particles[i].y - particles[j].y;
distance = Math.sqrt(dx * dx + dy * dy);
if(distance <= 60){
ctx.beginPath();
ctx.moveTo(particles[i].x, particles[i].y);
ctx.lineTo(particles[j].x, particles[j].y);
ctx.strokeStyle="rgba(0,0,0,"+ 6/distance +")";
ctx.stroke();
}
}
}
}
for(var i=0; i<20; i++){
new Particle();
}
function anim(){
requestAnimationFrame(anim);
ctx.clearRect(0,0,wW,wH);
line();
for(var i=0; i < particles.length; i++){
particles[i].draw();
}
}
anim();
html, body{
padding:0;
margin:0;
}
body{
height: 100%;
width: 100%;
overflow:hidden;
}
<canvas id="bubble"></canvas>
我有一個函數線(),計算每圈之間的空間以及它們之間畫線。 在此功能,我把這個:
ctx.strokeStyle="rgba(0,0,0,"+ 6/distance +")";
我想換行不透明度爲距離的函數。但是,它會改變圓形不透明度而不是線條。我不明白爲什麼,我試圖恢復上下文,但它沒有工作..
謝謝!
:笑道:正是我在編輯的代碼進入後玩弄的變化。雖然,我選擇了'origStrokeStyle'這個名字 – enhzflep