how to make a video preview with canvas? - javascript

this is my first question here!
im trying to make a website that show videos that i make and i want my viewers can see a preview of video when they hover mouse on the a element or element .
i just do it but i have some problems and questions. lemme show you code example first and then i ask my questions.
<!DOCTYPE html>
<html>
<head>
</head>
<body>
<div id="thumbs" style="width:216px;height:468px;border: 5px solid blue;background-color:red;"><canvas onmouseover="getid1(this);" onmouseout="getid2(this);" id="canvas1"></canvas></div>
<script>
var thumbsList = [];
var delay = 100;
var i = 0;
var video = document.createElement("video");
var a = 0;
var m = document.getElementById("canvas1");
var mtx = m.getContext("2d");
var generate = true;
var animstop = false;
var vidFrames = 64;
m.width = 216;
m.height = 468;
video.preload = "auto";
video.src = "aaaa.mp4";
function stranim(bb){
if(generate){
animstop = false;
video.currentTime = i;
generateVid();
generate = false;
}else{
animstop = false;
startAnim();
}
}
function stpanim(bb) {
clearTimeout();
animstop = true;
mtx.drawImage(thumbsList[0], 0, 0);
}
// if i replace this section with generateVid() the code is working
/*video.addEventListener('seeked', function() {
var d = (video.duration / vidFrames) * 2;
generateThumbnail();
i += video.duration / vidFrames;
if (i <= video.duration) {
video.currentTime = i;
generateVid()
if(d == i){
startAnim();
}
}
});*/
function generateVid() {
var d = (video.duration / vidFrames) * 2;
generateThumbnail();
i += video.duration / vidFrames;
if (i <= video.duration) {
video.currentTime = i;
generateVid();
if(d == i){
startAnim();
}
}
}
function generateFirstThumbnail() {
var c = document.createElement("canvas");
var ctx = c.getContext("2d");
c.width = 216;
c.height = 468;
ctx.drawImage(video, 0, 0, 216, 468);
thumbsList.push(c);
thumbs.appendChild(m);
mtx.drawImage(thumbsList[0], 0, 0);
i += video.duration / vidFrames;
}
function generateThumbnail() {
var c = document.createElement("canvas");
var ctx = c.getContext("2d");
c.width = 216;
c.height = 468;
ctx.drawImage(video, 0, 0, 216, 468);
thumbsList.push(c);
}
function startAnim() {
var currentFrame = 0;
function anim() {
if(currentFrame != (vidFrames - 1) && animstop == false){
currentFrame = (currentFrame + 1) % thumbsList.length;
mtx.drawImage(thumbsList[currentFrame], 0, 0);
setTimeout(anim, delay);
}
}
anim();
}
function getid1(obj) {
stranim(obj.id)
}
function getid2(obj) {
stpanim(obj.id)
}
window.onload = function(){
generateFirstThumbnail();
};
</script>
</body>
</html>
the questions are :
1- why my generatevid() function is not working? this function is just like that eventlistener.
2- i want to add this code on a class to use it on multiple videos but idk how and i think this cant be done with js classes.( i search so many sites for it)
3-i can use 2d arrays for saving my video previews but is it dont make my site lower on load speed or it dont fill the ram of user?
4-there is any way that i make this code better and easyer?(i dont want to use jquery for no reason).

For a pure js approach you can check this not mine btw: https://codepen.io/tepexic/pen/BazYgJe
html:
<input type="file" accept="video/*" id="input-tag"/>
<hr>
<video controls id="video-tag">
<source id="video-source" src="splashVideo">
Your browser does not support the video tag.
</video>
JS
const videoSrc = document.querySelector("#video-source");
const videoTag = document.querySelector("#video-tag");
const inputTag = document.querySelector("#input-tag");
inputTag.addEventListener('change', readVideo)
function readVideo(event) {
console.log(event.target.files)
if (event.target.files && event.target.files[0]) {
var reader = new FileReader();
reader.onload = function(e) {
console.log('loaded')
videoSrc.src = e.target.result
videoTag.load()
}.bind(this)
reader.readAsDataURL(event.target.files[0]);
}
}
But for other approach i would probably use http://ffmpeg.org/ library to generate a preview video (e.g 10 seconds video) and https://videojs.com library for video player so you have a control when user hover the player.

I just did some test on your code, your video is getting seeked only once. No event is raised after that, which means your thumbnail will remain same.
Here is how I was able to fix it
function generateVid() {
var d = (video.duration / vidFrames) * 2;
generateThumbnail();
i += video.duration / vidFrames;
if (i <= video.duration) {
video.currentTime = i;
console.log("starting seeking");
if(d == i){
startAnim();
}
}
}
video.onseeked = (event) => {
if (animstop == false)
{
setTimeout(generateVid, delay);
}
console.log("seeked");
};

Related

How to save the frames of video on Local Disk?

I am extracting frames from video , it is extracting and displaying all the frames on canvas means on the web browser . I am trying to save that frame on disk using local-storage .set Item but not working , Kindly Help , I want to save that frames on my Local disk . How to do this , My code is shown below :
<!DOCTYPE html>
<html>
<body>
<video width="400" controls>
<source src="180419_Boxing_17_13.mp4" type="video/mp4">
Your browser does not support HTML5 video.
</video>
<p>These are the frames' images generated by getVideoImage():</p>
<ol id="olFrames"></ol>
<script type="text/JavaScript">
function getVideoImage(path, secs, callback) {
var me = this, video = document.createElement('video');
video.onloadedmetadata = function() {
if ('function' === typeof secs) {
secs = secs(this.duration);
}
this.currentTime = Math.min(Math.max(0, (secs < 0 ? this.duration : 0) + secs), this.duration);
};
video.onseeked = function(e) {
var canvas = document.createElement('canvas');
canvas.height = video.videoHeight;
canvas.width = video.videoWidth;
var ctx = canvas.getContext('2d');
ctx.drawImage(video, 0, 0, 500, 500);
var img = new Image();
img.src = canvas.toDataURL();
callback.call(me, img, this.currentTime, e);
var data = ctx.getImageData(x, y, img.width, img.height).data;
localStorage.setItem('image', data);
};
video.onerror = function(e) {
callback.call(me, undefined, undefined, e);
};
video.src = path;
}
function showImageAt(secs) {
var duration;
getVideoImage(
'180419_Boxing_17_13.mp4',
function(totalTime) {
duration = totalTime;
return secs;
},
function(img, secs, event) {
if (event.type == 'seeked') {
var li = document.createElement('li');
li.innerHTML += '<b>Frame at second ' + secs + ':</b><br />';
li.appendChild(img);
document.getElementById('olFrames').appendChild(li);
if (duration >= ++secs) {
showImageAt(secs);
};
}
}
);
}
showImageAt(0);
</script>
</body>
</html>

Give id to a canvas

I have it so that when you (the PaintBrush) hit the finish everything clears and a button appears. When the button is clicked it starts level two, here it creates a new canvas. I've added some code so that when the button is clicked the old canvas is deleted, then the new one is made. However, this requires the canvas to have an id. how do i get this code:
canvas: document.createElement("canvas"),
To also include an id for it? I cannot have it say var canvas = blah blah and then have
canvas.id = "canvas";
because of the way i have it set up.
P.S the remove code is this if you need to know:
Element.prototype.remove = function() {
this.parentElement.removeChild(this);
}
NodeList.prototype.remove = HTMLCollection.prototype.remove = function() {
for(var i = this.length - 1; i >= 0; i--) {
if(this[i] && this[i].parentElement) {
this[i].parentElement.removeChild(this[i]);
}
}
}
and in the button "click" function area i put this for the remove:
document.getElementById("canvas").remove();
Please help! Thanks in Advance!
EDIT: Here is some extra code to help, it is what occurs when the PaintBrush hits the finish:
else if (PaintBrush.crashWith(Finish)) {
PaintBrush.y = 50;
var button = document.createElement("button");
button.innerHTML = "Level 3";
button.id = "button-2"; // add the id to the button
document.body.appendChild(button); // append to body
GameArena2.clear();
GameArena2.stop();
button.addEventListener ("click", function() {
startGame2();
document.getElement("canvas").remove();
document.getElementById("button-2").remove();
});
EDIT 2: Game canvas code:
var GameArena2 = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 1280;
this.canvas.height = 480;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea2, 20);
},
clear: function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
stop: function() {
clearInterval(this.interval);
},
drawGameOver: function() {
ctx2 = GameArena2.context;
ctx2.fillStyle = "rgba(0,0,0,"+fader +")";
ctx2.fillRect(0,0,GameArena2.width,GameArena2.height);
drawStatic(fader/2);
fader += .1 * 1/fps
ctx2.fillStyle = "rgba(255,255,255," + fader + ")";
ctx2.font = "72px sans-serif";
ctx2.fillText("GAME OVER",GameArena2.width/2 - 220,GameArena2.height/2);
}
}
function everyinterval(n) {
if ((GameArena.frameNo / n) % 1 == 0) {
return true;
}
else if ((GameArena.frameNo / n) % 1 == 0) {
return true;
}
return false;
}
I think the best way is to create a static function like this:
function createElementOnDom (type,id) {
var element=document.createElement(type);
element.id=id;
return element;
}
console.log(createElementOnDom('CANVAS','myId'));
So you can simply create the canvas adding it his specific id using a simple single row function call like you need.
I only know a way to do direcly this on jQuery, that you wouldn't like to use.
simply you need to do that:
function createElementOnDom (type,id) {
var element=document.createElement(type);
element.id=id;
return element;
}
var GameArena2 = {
canvas: createElementOnDom('CANVAS','myId'),
Simple! Just assign it immediately after the GameArena2 object is created.
var GameArena2 = {
canvas: document.createElement("canvas"),
start: function() {
...
...
}
// give id to a canvas
GameArena2.canvas.id = "GameArena2";
function everyinterval(n) {
if ((GameArena.frameNo / n) % 1 == 0) {
...
...
}

Stopping an animated gif within 5 seconds

I have the following code to "freeze" a gif within 5 seconds, however the gif stops as soon as the window.onLoad event is fired:
[].slice.apply(document.images).filter(is_gif_image).map(freeze_gif);
function is_gif_image(i) {
return /^(?!data:).*\.gif/i.test(i.src);
}
function freeze_gif(i) {
var c = document.createElement('canvas');
var w = c.width = i.width;
var h = c.height = i.height;
c.getContext('2d').drawImage(i, 0, 0, w, h);
try {
i.src = c.toDataURL("image/gif");
} catch(e) {
for (var j = 0, a; a = i.attributes[j]; j++)
c.setAttribute(a.name, a.value);
i.parentNode.replaceChild(c, i);
}
}
window.onLoad = function(){
var gifs = freeze_gif(i);
setTimeout( function() {
gifs[n].click();
}, 5000);
}
Is it correct to include the setTimeout in window.onLoad? I have tried to include it in the freeze_gif(i), but the gif keeps stopping when the event is fired up. Can you help?
Thank you
EDIT 1:
As rightly recommended, I am including a working example of the current code:
https://jsfiddle.net/rqfdkkgz/
You are running this line at start:
[].slice.apply(document.images).filter(is_gif_image).map(freeze_gif);
And it freezing all of your images.
The problem with jsfiddle is that all the javascript code there is already inside window.load so you can't really use it twice, but here is the same inside snippet:
function is_gif_image(i) {
return /^(?!data:).*\.gif/i.test(i.src);
}
function freeze_gif(i) {
var c = document.createElement('canvas');
var w = c.width = i.width;
var h = c.height = i.height;
c.getContext('2d').drawImage(i, 0, 0, w, h);
try {
i.src = c.toDataURL("image/gif");
} catch(e) {
for (var j = 0, a; a = i.attributes[j]; j++)
c.setAttribute(a.name, a.value);
i.parentNode.replaceChild(c, i);
}
}
window.onload = function() {
setTimeout(function() {
[].slice.apply(document.images).filter(is_gif_image).map(freeze_gif);
}, 5000);
}
<img src="http://rubentd.com/img/banana.gif" alt="" >
I moved the first line (that cases the freeze of all the gif images) inside the setTimeout function.

Using PreloadJS to load images and adding them to CreateJS stage

I'm trying to create a Tri Peaks Solitaire game in Javascript, using CreateJS to help interact with the HTML canvas. I'm not entirely new to programming, as I've taken college courses on Java and C, but I am new to both Javascript and HTML.
I created a large amount of the card game using a Card class and Deck class, with the image adding, event listening, and game logic done in one Javascript file, but this resulted in a lot of messy, somewhat buggy code that I felt needed cleaning up.
I'm trying to implement a separate class for the card table, which will be the canvas, or stage, and it will draw the 4 rows of playable cards, the stock pile, and the waste pile. I'm currently just trying to get the stock pile to show up on the canvas, but it's not happening.
My question is, why is my stock pile not showing up? Also, as you can see, the card images are being loaded when the cards are created. Should I be doing that differently?
Card class:
var Card = function(number) {
this.isFaceUp = false;
//number for image file path
this.number = number;
this.value = Math.ceil( (this.number)/4 );
//back of the card is default image
this.initialize("images/" + 0 + ".png");
console.log("card created")
this.height = this.getBounds().height;
this.width = this.getBounds().width;
//load the card's front image
this.frontImage = new Image();
this.frontImage.src = ( this.getImagePath() );
};
Card.prototype = new createjs.Bitmap("images/" + this.number + ".png");
Card.prototype.getImagePath = function() {
return "images/" + this.number + ".png";
};
Card.prototype.getValue = function () {
return this.value;
}
Card.prototype.flip = function() {
// this.image = new Image();
// this.image.src = ( this.getImagePath() );
this.image = this.frontImage;
this.isFaceUp = true;
};
Card.prototype.getHeight = function() {
return this.height;
};
Card.prototype.getWidth = function() {
return this.width;
};
CardDeck class:
function CardDeck() {
//create empty array
this.deck = [];
//fill empty array
for(i=1; i<=52; i++) {
//fill deck with cards, with i being the number of the card
this.deck[i-1] = new Card(i);
}
//shuffle deck
this.shuffle();
}
CardDeck.prototype.getCard = function() {
if(this.deck.length < 1) alert("No cards in the deck");
return this.deck.pop();
};
CardDeck.prototype.getSize = function() {
return this.deck.length;
};
CardDeck.prototype.shuffle = function() {
for (i=0; i<this.deck.length; i++) {
var randomIndex = Math.floor( Math.random()*this.deck.length );
var temp = this.deck[i];
this.deck[i] = this.deck[randomIndex];
this.deck[randomIndex] = temp;
}
};
CardDeck.prototype.getRemainingCards = function() {
return this.deck.splice(0);
}
CardDeck.prototype.listCards = function() {
for(i=0; i<this.deck.length; i++) {
console.log(this.deck[i].number);
}
};
CardTable class:
var CardTable = function(canvas) {
this.initialize(canvas);
this.firstRow = [];
this.secondRow = [];
this.thirdRow = [];
this.fourthRow = [];
this.stockPile = [];
this.wastePile = [];
//startX is card width
this.startX = ( new Card(0) ).width*3;
//startY is half the card height
this.startY = ( new Card(0) ).height/2;
};
CardTable.prototype = new createjs.Stage();
CardTable.prototype.createStockPile = function(cards) {
for(i=0; i<23; i++) {
cards[i].x = 10;
cards[i].y = 50;
this.stockPile[i] = cards[i];
}
};
CardTable.prototype.addToWastePile = function(card) {
card.x = startX + card.width;
card.y = startY;
this.wastePile.push(card);
this.addChild(card);
this.update();
};
CardTable.prototype.drawStockPile = function() {
for(i=0; i<this.stockPile.length; i++) {
console.log("this.stockPile[i]");
this.addChild(this.stockPile[i]);
}
this.update();
};
HTML file:
<html>
<head>
<title>Tri-Peaks Solitaire</title>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="https://code.createjs.com/easeljs-0.8.1.min.js"></script>
<script src="card.js"></script>
<script src="carddeck.js"></script>
<script src="cardtable.js"></script>
<script>
function init(){
var canvas = document.getElementById("canvas");
var table = new CardTable("canvas");
deck = new CardDeck();
table.createStockPile(deck.getRemainingCards());
table.drawStockPile();
table.update();
}
</script>
</head>
<body onload="init()">
<h1>Tri-Peaks Solitaire</h1>
<canvas style='border: 5px solid green; background: url("images/background.jpg");'
id="canvas" width="1000" height="450">
</canvas>
</body>
</html>
PRELOADJS UPDATE:
var canvas = document.getElementById("canvas");
var stage = new createjs.Stage(canvas);
var gameDeck = new CardDeck();
var numbers = [];
var preloader;
var progressText = new createjs.Text("", "20px Arial","#FF0000");
progressText.x = 50;
progressText.y = 20;
stage.addChild(progressText);
stage.update();
setupManifest();
startPreload();
function setupManifest() {
for(i=0; i<=52; i++) {
console.log("manifest");
manifest.push( {src:"images/" + i + ".png",
id: i} );
numbers.push(i);
}
}
function startPreload() {
preload = new createjs.LoadQueue(true);
preload.on("fileload", handleFileLoad);
preload.on("progress", handleFileProgress);
preload.on("complete", loadComplete);
preload.on("error", loadError);
preload.loadManifest(manifest);
}
function handleFileLoad(event) {
console.log("A file has loaded of type: " + event.item.type);
//console.log(numbers.pop());
var cardNumber = numbers.pop();
var newCard = new Card(cardNumber);
//faces.push( new Image() );
//faces[ faces.length - 1 ].src = "images/" + cardNumber + ".png";
gameDeck.insertCard(newCard);
}
function loadError(evt) {
console.log("error",evt.text);
}
function handleFileProgress(event) {
progressText.text = (preload.progress*100|0) + " % Loaded";
stage.update();
}
function loadComplete(event) {
console.log("Finished Loading Assets");
}
You are only updating the stage immediately after creating the cards. The cards are loading bitmap images, which is a concurrent operation that takes time. As such, the only time you render the stage is before the images load.
I would suggest using PreloadJS to preload your card images. This will also give you a lot more control over when / how they load, and let you show a progress bar or distractor to the user as they load.
I would suggest waiting for all the images to load and then calling stage.update(). Alternatively use the createjs.Ticker.addEventListener("tick", handleTick); event handler to update the stage for you.
Reference: http://www.createjs.com/docs/easeljs/classes/Ticker.html

WebKit Uncaught Error: INVALID_STATE_ERR: DOM Exception 11

I have this code and in Firefox is working well, but in Chrome I'am getting this error:
"Uncaught Error: INVALID_STATE_ERR: DOM Exception 11" at sprites.js:36
on that line is this code:
context.drawImage(
Context is a global variable in which contains 2d context of canvas. Here is full code:
index.html
<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<script type="text/javascript" src="sprites.js"></script>
<script type="text/javascript" src="game.js"></script>
<script type="text/javascript" src="prototypes.js"></script>
<script type="text/javascript" src="initialize.js"></script>
</head>
<body onload="initialize()">
</body>
</html>
sprites.js
function SpritePrototype(frames, width, height, type)
{
this.frames = frames;
this.type = type;
if (this.frames > 0) {
this.frameArray = new Array(this.frames);
for (var i = 0; i < this.frames; i++) {
this.frameArray[i] = document.createElement("canvas");
}
}
}
function Sprite()
{
this.id = 0;
this.prototype = 0;
this.next = 0;
this.prev = 0;
this.x = 0;
this.y = 0;
this.startFrame = 0;
this.currentFrame = 0;
}
Sprite.prototype.draw = function()
{
if (this.prototype == 0) {
return;
}
if (context.drawImage) {
if (this.prototype.frames > 0) {
context.drawImage(
this.prototype.frameArray[this.currentFrame],
Math.round(this.x),
Math.round(this.y)
);
}
}
}
game.js
function Game()
{
this.frameLength = 1000/30;
this.startTime = 0;
this.sprites = 0;
}
Game.prototype.resetTime = function()
{
var d = new Date();
this.startTime = d.getTime();
delete d;
}
Game.prototype.addSprite = function(prototype)
{
currentId++;
if (this.sprites == 0) { // if creating the first sprite
this.sprites = new Sprite();
this.sprites.id = currentId;
this.sprites.prototype = prototype;
} else {
var tempSprite = this.sprites; // temporarily store the first sprite
while (tempSprite.next != 0) { // while not the last sprite
tempSprite = tempSprite.next; // shift to next one
}
tempSprite.next = new Sprite(); // next sprite to the last sprite
tempSprite.next.id = currentId;
tempSprite.next.prototype = prototype;
tempSprite.next.next = 0; // the last sprite, or the last one in the space
tempSprite.next.prev = tempSprite;
}
}
Game.prototype.loop = function()
{
var tempSprite;
var currentTime;
var globalFrame;
var oldFrame;
var d = new Date();
currentTime = d.getTime();
delete d;
globalFrame = Math.floor((currentTime - this.startTime)/this.frameLength);
canvas.width = canvas.width;
tempSprite = this.sprites;
while (tempSprite != 0) {
if (tempSprite.frames > 0) {
oldFrame = tempSprite.currentFrame;
tempSprite.currentFrame = globalFrame;
}
tempSprite.draw();
tempSprite = tempSprite.next;
}
}
prototypes.js
var protoPlayer;
function createPrototypes()
{
var tempCtx;
var i;
protoPlayer = new SpritePrototype(5, 20, 30, "player");
for (i = 0; i < protoPlayer.frames; i++) {
protoPlayer.frameArray[i].width = protoPlayer.width;
protoPlayer.frameArray[i].height = protoPlayer.height;
tempCtx = protoPlayer.frameArray[i].getContext("2d");
tempCtx.strokeStyle = "rgb("+ i * 50 +", 0, 0)";
tempCtx.beginPath();
tempCtx.moveTo(0, 0);
tempCtx.lineTo(20, 30);
tempCtx.stroke();
}
}
initialize.js
var game;
var canvas;
var context;
var currentId;
function initialize()
{
canvas = document.createElement("canvas");
canvas.width = 640;
canvas.height = 480;
canvas.setAttribute("style", "background:#060606;");
document.body.appendChild(canvas);
context = canvas.getContext("2d");
createPrototypes();
currentId = 0;
game = new Game();
game.addSprite(protoPlayer);
game.loop();
}
Seems to me that that error is happening because you are calling drawImage with a HTMLCanvasObject who's height or width is zero. From the latest canvas 2d context spec:
If the image argument is an
HTMLCanvasElement object with either a
horizontal dimension or a vertical
dimension equal to zero, then the
implementation must raise an
INVALID_STATE_ERR exception.
http://dev.w3.org/html5/2dcontext/#images
Hope this helps.
Some time this error also occurred when we try to do document.getElemetnById('xx').innerHtml='htmlcode'; in this time 'htmlcode' should be proper formatted mean should use proper closing tags.

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