擦除粒子文本时如何加载下一个字符串?
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【中文标题】擦除粒子文本时如何加载下一个字符串?【英文标题】:how to load next string when i erase particle text? 【发布时间】:2021-06-08 08:26:38 【问题描述】:我是 vanilla js 和 webgl 内容的新手。我创建了一个粒子文本,它在鼠标悬停时会变形。并且它们的粒子通过一条线相互连接。代码如下。
const canvas = document.getElementById("canvas1");
const dpr = window.devicePixelRatio;
//console.log(dpr);
const ctx = canvas.getContext("2d");
ctx.scale(dpr, dpr);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let particleArray = [];
let adjustX = 10;
let adjustY = 0;
//handle mouse
const mouse =
x: null,
y: null,
radius: 30,
;
window.addEventListener("mousemove", function (event)
mouse.x = event.x;
mouse.y = event.y;
//console.log(mouse.x, mouse.y);
);
ctx.fillStyle = "white";
ctx.font = "35px verdana";
ctx.fillText("aman ", 0, 30);
const textCoordinates = ctx.getImageData(0, 0, 100, 100);
class Particle
constructor(x, y)
this.x = x + Math.random() * 6 - 3;
this.y = y + Math.random() * 6 - 3;
this.size = 1;
this.baseX = this.x;
this.baseY = this.y;
this.density = Math.random() * 10 + 50;
draw()
ctx.fillStyle = "white";
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
//distance between mouse and particle
update()
let dx = mouse.x - this.x;
let dy = mouse.y - this.y;
let distance = Math.sqrt(dx * dx + dy * dy);
let forceDirectionX = dx / distance;
let forceDirectionY = dy / distance;
let maxDistance = mouse.radius;
let force = (maxDistance - distance) / maxDistance;
let directionX = forceDirectionX * force * this.density;
let directionY = forceDirectionY * force * this.density;
if (distance < mouse.radius)
this.x -= directionX;
this.y -= directionY;
else
if (this.x !== this.baseX)
let dx = this.x - this.baseX;
this.x += dx / 10;
if (this.y !== this.baseY)
let dy = this.y - this.baseY;
this.y += dy / 10;
//console.log(textCoordinates);
function init()
particleArray = [];
for (let y = 0, y2 = textCoordinates.height; y < y2; y++)
for (let x = 0, x2 = textCoordinates.width; x < x2; x++)
if (
textCoordinates.data[y * 4 * textCoordinates.width + x * 4 + 3] > 128
)
let positionX = x + adjustX;
let positionY = y + adjustY;
particleArray.push(new Particle(positionX * 4, positionY * 4));
init();
//console.log(particleArray);
function animate()
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < particleArray.length; i++)
particleArray[i].draw();
particleArray[i].update();
connect();
requestAnimationFrame(animate);
animate();
function connect()
let opacityValue = 1;
for (let a = 0; a < particleArray.length; a++)
for (let b = a; b < particleArray.length; b++)
let dx = particleArray[a].x - particleArray[b].x;
let dy = particleArray[a].y - particleArray[b].y;
let distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 14)
opacityValue = 0.5;
ctx.strokeStyle = "rgb(200,150,160," + opacityValue + ")";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(particleArray[a].x, particleArray[a].y);
ctx.lineTo(particleArray[b].x, particleArray[b].y);
ctx.stroke();
现在我想做的是,当我删除这个粒子文本时,下一个文本必须出现。就像在这个网站上https://animal.cc/ 一样。 任何人都可以在这方面帮助我:))
【问题讨论】:
【参考方案1】:(这与三个.js 无关) 当确定“此粒子文本”已被擦除时,可以在 animate() 中执行此操作:
ctx.fillText("NEW ", 0, 30);
textCoordinates = ctx.getImageData(0, 0, 100, 100);
init();
编辑:注释代码(如下)
for (let y = 0, y2 = textCoordinates.height; y < y2; y++)
for (let x = 0, x2 = textCoordinates.width; x < x2; x++)
【讨论】:
嗨 dcromley ,感谢您回答我的问题。实际上我试图确定文本是否已被删除,但我不知道该怎么做。 我猜您将不得不执行您之前使用的循环(请参阅代码的编辑答案)并查看是否所有(或大部分)像素都被擦除了。以上是关于擦除粒子文本时如何加载下一个字符串?的主要内容,如果未能解决你的问题,请参考以下文章