由于以下问题,您的解决方案实际上有点复杂!
问题:
- 您需要一个 KineticJS 形状对象来绘制您的自定义形状。
- Shape 在其 drawFunc 中只允许 1 个 context.beginPath。
- Html Canvas 仅允许您为每个 beginPath 设置 1 个填充样式(填充颜色)。
- 这意味着您只能填充 1 种蓝色,而不是 10 种蓝色。
解决方案:
- 您可以使您的形状成为剪切区域。
- 然后使用另一个背景画布显示您剪切的形状。
- 背景画布将用于有效地绘制所有蓝色阴影中的单个像素!
要绘制随机像素并仍然覆盖所有像素,请创建一个“地图”数组:
- 使用舞台上每个像素的 index# 创建一个数组。(随机像素[])
- 随机化数组。
- 使用包含每个像素索引的随机数组一次绘制一个随机像素。
这是创建地图数组的函数:
// make an array with elements from 0 to shapeWidth*shapeHeight in random order
function initPixelArray(shapeWidth,shapeHeight){
var array=[];
var i;
var countdown;
var temp;
// Must be a better way to fill an array with
// a sequential group of numbers, just in random order
// Anyone got some magic for this ????????????
// fill array with sequential numbers representing each pixel;
for(var i=0;i<shapeWidth*shapeHeight;i++){ array.push(i); }
// randomize the array
countdown=array.length;
while (countdown > 0) {
i = (Math.random() * countdown--) | 0;
temp = array[countdown];
array[countdown] = array[i];
array[i] = temp;
}
//
return array;
}
接下来创建自定义 KineticJS 形状:
- 将您的自定义形状定义为剪切区域(在 drawFunc 中)
- DrawImage 背景画布(将包含不断更新的像素)
- 由于它已被剪裁,因此背景画布将仅在您的自定义形状内可见。
这将使用您的形状作为画布背景的剪切路径创建自定义动力学形状
var shape = new Kinetic.Shape({
drawFunc: function(canvas){
var context = canvas.getContext();
context.beginPath();
context.moveTo(0, 50);
context.lineTo(220, 80);
context.quadraticCurveTo(100, 100, 60, 170);
context.closePath();
context.clip();
context.drawImage(this.backgroundCanvas,0,0);
canvas.fillStroke(this);
},
x: x,
y: y,
stroke: "lightgray",
strokeWidth: 8,
draggable:true
});
将您的 10 种颜色逐个像素地动画到您的形状中
- 用彩色像素逐步填充背景画布。
- 由于背景画布“内置”在动态形状中,您所要做的就是在画布上绘制一个像素,然后调用 layer.draw 以使更改在您的形状中可见。
此函数使用 10 种蓝色将一批随机放置的像素添加到背景中
// add pixels to the background canvas
// after layer.draw the new pixels will be visible in the shape
function updatePattern(){
// add 10 pixels of each type of blue (100px total)
for(var n=0;n<shapeWidth/8;n++){
// set a blue color
tempCtx.fillStyle=color[n];
tempCtx.beginPath();
// draw 10 random pixels in that blue
for(var b=0;b<10;b++){
// get next random pixel
var i=randomPixels[nextPixel]
// calculate x/y from i
var y=Math.floor(i/shapeWidth);
var x=(i-y*shapeWidth)-1;
// draw
tempCtx.rect(x,y,1,1);
// increment array index and do bounds check
if(++nextPixel>=randomPixels.length){return;}
}
// done filling with this blue--do the fill()
tempCtx.fill();
}
}
注意:为了保持高性能——也为了保持观众的耐心(!),我一次绘制了一批像素。
保持蓝色色调的适当混合。
当然,你会根据自己的口味设计。
这是代码和小提琴:http: //jsfiddle.net/m1erickson/zhatS/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.5.1.min.js"></script>
<style>
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:300px;
height:300px;
}
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 300,
height: 300
});
var layer = new Kinetic.Layer();
stage.add(layer);
// the KineticJS shape
var myShape;
//
var shapeWidth=stage.getWidth();
var shapeHeight=stage.getHeight();
// temporary canvas to create/update the pattern for the Shape
var tempCanvas=document.createElement("canvas");
var tempCtx=tempCanvas.getContext("2d");
tempCanvas.width=shapeWidth;
tempCanvas.height=shapeHeight;
// an array of pixel references from 0 to shapeWidth*shapeHeight
// used to draw individual pixels randomly
var randomPixels=initPixelArray(shapeWidth,shapeHeight);
var nextPixel=0;
// shades of colors to fill with
var color;
var colors={
blues:["#0000ff","#2b60de","#4863a0","#2554c7","#000080","#afdcec","#c6deff","#6698ff","#c2dfff","#79baec"],
reds:["#ff0000","#f4c3c2","#fd5c5c","#fe2625","#ff3030","#ff6666","#fa8072","#efc3bf","#ff6347","#ef7942"]
}
// Create a KineticJS shape
function kShape(x,y){
var shape = new Kinetic.Shape({
drawFunc: function(canvas){
var context = canvas.getContext();
context.beginPath();
context.moveTo(0, 50);
context.lineTo(220, 80);
context.quadraticCurveTo(100, 100, 60, 170);
context.closePath();
context.clip();
context.drawImage(this.backgroundCanvas,0,0);
canvas.fillStroke(this);
},
x: x,
y: y,
stroke: "lightgray",
strokeWidth: 8,
draggable:true
});
// let the shape keep a reference to the background canvas
shape.backgroundCanvas=tempCanvas;
layer.add(shape);
layer.draw();
return(shape);
}
// make an array with elements from 0 to shapeWidth*shapeHeight in random order
function initPixelArray(shapeWidth,shapeHeight){
var array=[];
var i;
var countdown;
var temp;
// Must be a better way to fill an array with
// a sequential group of numbers, just in random order
// Anyone got some magic for this ????????????
// fill array with sequential numbers representing each pixel;
for(var i=0;i<shapeWidth*shapeHeight;i++){ array.push(i); }
// randomize the array
countdown=array.length;
while (countdown > 0) {
i = (Math.random() * countdown--) | 0;
temp = array[countdown];
array[countdown] = array[i];
array[i] = temp;
}
//
return array;
}
// add pixels to the pattern
function updatePattern(){
// add 10 pixels of each type of blue (100px total)
for(var n=0;n<shapeWidth/8;n++){
// set a blue color
tempCtx.fillStyle=color[n];
tempCtx.beginPath();
// draw 10 random pixels in that blue
for(var b=0;b<10;b++){
// get next random pixel
var i=randomPixels[nextPixel]
// calculate x/y from i
var y=Math.floor(i/shapeWidth);
var x=(i-y*shapeWidth)-1;
// draw
tempCtx.rect(x,y,1,1);
// increment array index and do bounds check
if(++nextPixel>=randomPixels.length){return;}
}
// done filling with this blue--do the fill()
tempCtx.fill();
}
}
// great cross-browser animation shim by Paul Irish
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// animate filling of pixels
var fps = 60;
function animate() {
setTimeout(function() {
requestAnimationFrame(animate);
if(nextPixel>=randomPixels.length){return;}
updatePattern();
layer.draw();
}, 1000 / fps);
}
////////////////// ACTION STARTS HERE
var myShape=kShape(20,20);
$("#blues").click(function(){
color=colors.blues;
nextPixel=0;
animate();
});
$("#reds").click(function(){
color=colors.reds;
nextPixel=0;
animate();
});
}); // end $(function(){});
</script>
</head>
<body>
<div id="container"></div>
<button id="blues">Fill blues</button>
<button id="reds">Fill reds</button>
</body>
</html>