Extract individual frame from a sprite sheet using html or javascript - javascript

I have a sprite sheet consisting of 12 frames.
I want to extract each individual frame from it and want to show it in different canvas like below.
what i have tried so far is posted below
//HTML code for define the canvas area .
<body onload="image_render();">
<div id="image_area"> <canvas id="image"></canvas></div>
<script src="sprite_demo.js"></script>
</body>
// javascript to slice the image and assign to the canvas
var canvasImage = new Image();
canvasImage.src = "image/sprite_xxdpi.jpg";
var can= document.getElementById("image");
can.width = 500;
can.height = 300;
function image_render()
{
coin.render();
}
var coin = sprite({
context: can.getContext("2d"),
width: 500,
height: 300,
image: coinImage
});
function sprite (options) {
var that = {};
that.context = options.context;
that.width = options.width;
that.height = options.height;
that.image = options.image;
that.render = function () {
// Draw the animation
that.context.drawImage(
that.image,
0, //X-axis starting position from where slicing begins
0, //y-axis starting position from where slicing begins
that.width, //width of slicing image
that.height,//height of slicing image
0, //X-axis starting position where image will be drawn
0, //y-axis starting position where image will be drawn
150, // width of the resulting image
150); //height of the resulting image
};
return that;
}
I am only able to get a single image ,But I want to get all the images to show in a grid.And also i want to get the image to show any where I want.
I also want to scale down big size images to show in a grid and while taping on it I want to show the original image.
Note: I don't want to animate my frames, I just want to show in grid. There are mostly examples of sprite animation available on internet.

You have the correct version of drawImage to clip individual sprites from the spritesheet, but you must alter the values in drawImage for each sprite.
The "faces" example spritesheet you show appear to have equal sized individual sprites (75px by 75px).
Assuming all your sprites are the same size, you would alter the 2nd & 3rd drawImage parameters which tell canvas the top-left x/y coordinate to begin clipping on the spritesheet.
Here's example code and a Demo: http://jsfiddle.net/m1erickson/tVD2K/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var spriteWidth=75;
var spriteHeight=75;
var spriteCols=4;
var spriteRows=3;
var y=20-sprightHeight;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/multple/spritesheet1.jpg";
function start(){
var canvasY=0;
for(var col=0;col<spriteCols;col++){
for(var row=0;row<spriteRows;row++){
var sourceX=col*spriteWidth;
var sourceY=row*spriteHeight;
// testing: calc a random position to draw this sprite
// on the canvas
var canvasX=Math.random()*150+20;
canvasY+=spriteHeight+5;
// drawImage with changing source and canvas x/y positions
ctx.drawImage(img,
sourceX,sourceY,spriteWidth,spriteHeight,
canvasX,canvasY,spriteWidth,spriteHeight
);
}}
}
}); // end $(function(){});
</script>
</head>
<body>
<h4>Draw individual sprites from a spritesheet</h4>
<canvas id="canvas" width=300 height=1000></canvas>
</body>
</html>

Related

Javascript - Putting ImageData Onto a Canvas Element - CanvasRenderingContext2D

I want to take a source image and put its pixel data into a element with a CanvasRenderingContext2D grid.
I'm writing a javascript function to work with certain pixel points of data,
but I keep getting an error from this line:
ctx.putImageData(sourceImage, 0, 0);
Here is my current javascript function that accepts a class ID of an img element as its argument:
function mapMyImage(sourceImageID) {
// Declare variable for my source image
var sourceImage = document.getElementById(sourceImageID);
// Creates a canvas element in the HTML to hold the pixels
var canvas = document.createElement('canvas');
// Create a 2D rendering context for our canvas
var ctx = canvas.getContext('2d');
// After the image has loaded, put the source image data into the
// 2D rendering context grid
function imgToPixelArray() {
// In the context of the canvas, make an array of pixels
ctx.putImageData(sourceImage, 0, 0);
}
// Call the above function once the source image has loaded
sourceImage.onload = imgToPixelArray();
// Get Access to the pixel map now stored in our 2D render
var imageData = ctx.getImageData(0, 0, 400, 300);
}
Why am I getting an error when I am trying to put my source image's pixel data into a 2D rendering context grid?
It looks like you want to clip a 400x300 subsection of the image and draw it into the canvas.
You don't need .getImageData and .putImageData to accomplish that.
You can use the clipping version of .drawImage to do that:
context.drawImage(
img, // the image source
0,0, // start clipping from the source at x=0, y=0
400,300 // clip a subsection that's 400x300 in size
0,0 // draw that clipped subsection on the canvas at x=0,y=0
400,300 // make the drawing 400x300 (don't scale)
)
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/landscape2.jpg";
function start(){
ctx.drawImage(img, 0,0,400,300, 0,0,400,300);
}
body{ background-color: ivory; padding:10px; }
#canvas{border:1px solid red;}
<h4>subsection clipped to the canvas</h4>
<canvas id="canvas" width=400 height=300></canvas>
<h4>The original image</h4>
<img src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/landscape2.jpg">

KineticJS canvas modified by CamanJS

I'm trying to apply CamanJS filter to a canvas created with KineticJS. It works:
Caman("#creator canvas", function()
{
this.lomo().render();
});
After applying a CamanJS filter I'm trying to do sth with canvas (eg. drag and move layer or just click on it), but then the canvas reverts to its original state (before applying CamanJS filter). So the question is: how to "tell" KineticJS to update cache(?) or do sth like stage.draw() to keep new canvas data?
Here is jsfiddle (click on "apply filter", when processing will be done, try to drag the star).
BTW: why is the processing so slow?
Thanks in advance.
As you've discovered, Kinetic will redraw the original image when it internally redraws.
Your Caman modified content is not used or saved.
To keep your Caman effect, you can create an offscreen canvas and instruct your Kinetic.Image to get its image from that offscreen canvas.
Then you can use Caman to filter that canvas.
The result is that Kinetic will do its internal redraws with your Caman modified canvas image.
Demo: http://jsfiddle.net/m1erickson/L3ACd/
Code Example:
<!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-v4.7.2.min.js"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/camanjs/3.3.0/caman.full.min.js"></script>
<style>
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var layer = new Kinetic.Layer();
stage.add(layer);
// create an offscreen canvas
var canvas=document.createElement("canvas");
var ctx=canvas.getContext("2d");
// load the star.png
var img=new Image();
img.onload=start;
img.crossOrigin="anonymous";
img.src="https://dl.dropboxusercontent.com/u/139992952/stack1/star.png";
// when star.png is loaded...
function start(){
// draw the star image to the offscreen canvas
canvas.width=img.width;
canvas.height=img.height;
ctx.drawImage(img,0,0);
// create a new Kinetic.Image
// The image source is the offscreen canvas
var image1 = new Kinetic.Image({
x:10,
y:10,
image:canvas,
draggable: true
});
layer.add(image1);
layer.draw();
}
// lomo the canvas
// then redraw the kinetic.layer to display the lomo'ed canvas
$("#myButton").click(function(){
Caman(canvas, function () {
this.lomo().render(function(){
layer.draw();
});
});
});
}); // end $(function(){});
</script>
</head>
<body>
<button id="myButton">Lomo the draggable Star</button>
<div id="container"></div>
</body>
</html>

How can i improve the performance of drawing an animation path?

I drew a rectangle with kinetic.js and animating it in a circular path. In each animation frame i reduce it's radius, and i draw animating path of this object by kineticJS Line. But This Kinetics animation loop develops an undesirable pausing "stagger". This stagger is small in Chrome, noticeable in IE and horrible in FireFox. This seems to be due to the Kinetic.Line being unable to smoothly add + draw thousands of changing points of data. How can make this animation flawless, smooth. It would be great help if you give me the link of a jsfiddle. Bunches of thanks in advance.
CODES:
var R= 80;
$(document).ready(function(){
var stage= new Kinetic.Stage({
container: 'container',
width:500,
height:500
});
var layer = new Kinetic.Layer();
var line = new Kinetic.Line({
points:[0,0,0,0],
stroke:'blue',
strokeWidth:2
});
var rect = new Kinetic.Rect({
x:10,
y:10,
width:10,
height: 10,
fill:'black',
stroke:'red'
});
layer.add(rect);
layer.add(line);
stage.add(layer);
var centerX = stage.width()/2;
var points=[];
var anim = new Kinetic.Animation(
function(f){
var cX= stage.width()/2;
var cY= stage.height()/2;
R=R-1/100;
var X = cX + R*Math.cos(f.time/1000);
var Y = cY+ R*Math.sin(f.time/1000);
points.push(X,Y);
line.setPoints(points);
rect.setX(X);
rect.setY(Y);
}
,layer);
anim.start();
});
JSFIDDLE: http://jsfiddle.net/tanvirgeek/n8z8N/7/
Thanks In advance.
As you’ve discovered, updating and drawing a Kinetic.Line containing thousands of line segments causes a noticable lag.
One Kinetic trick that I rarely seen used is useful to create a lag-free animation of thousands of line segments.
First, draw your line segments on an off-screen html5 canvas. When a new line segment is needed, just add that segment to all the pre-existing segments. This is very efficient because only the last line segment needs to be drawn.
You can use a Kinetic.Image to display the offscreen html5 canvas on the screen.
The trick is to set the Kinetic.Image image-source to the html canvas: myKineticImage.setImage(myOffscreenCanvas). This works because “behind the scenes” the Kinetic.Image is using context.drawImage to display its image. Since context.drawImage can also accept another canvas as its image-source, you can efficiently display the current offscreen canvas drawings.
A Demo: http://jsfiddle.net/m1erickson/rYC96/
And example code:
<!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-v5.0.1.min.js"></script>
<style>
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var layer = new Kinetic.Layer();
stage.add(layer);
// variables used to set the stage and animate
var rectSize=15;
var cx=stage.getWidth()/2;
var cy=stage.getHeight()/2;
var R=100;
var A=0;
var deltaA=Math.PI/180;
var lastX=cx+R*Math.cos(A);
var lastY=cy+R*Math.sin(A);
// the html canvas incrementally draws the line segments
// which are in turn displayed as a Kinetic.Image (called line)
var canvas=document.createElement("canvas");
var ctx=canvas.getContext("2d");
canvas.width=stage.getWidth();
canvas.height=stage.getHeight();
ctx.strokeStyle="blue";
ctx.lineWidth=2;
// this Kinetic.Image exactly displays the current html canvas drawings
// (this trick cures the lags)
var line=new Kinetic.Image({
x:0,
y:0,
width:canvas.width,
height:canvas.height,
image:canvas
});
layer.add(line);
// the rotating Kinetic.Rectangle
var rect = new Kinetic.Rect({
x:lastX,
y:lastY,
width:rectSize,
height:rectSize,
fill:'black',
stroke:'red'
});
layer.add(rect);
// use requestAnimationFrame (RAF) to drive the animation
// RAF efficiently schedules animation frames with display
function animate(){
// stop animating when rect reaches center
if(R<=rectSize/2){return;}
// schedule another animation frame even before this one is done
requestAnimationFrame(animate);
// calc the new XY position
R=R-.01;
A+=deltaA;
var X=cx+R*Math.cos(A);
var Y=cy+R*Math.sin(A);
// animate the rect and line to their next position
// draw just the latest line segment to the canvas
// (all the previous line segments are still there--no need to redraw them)
ctx.beginPath();
ctx.moveTo(lastX,lastY);
ctx.lineTo(X,Y);
ctx.stroke();
// set lastXY for next frame
lastX=X;
lastY=Y;
// update the rect position
rect.setX(X);
rect.setY(Y);
// draw the changed line-image and rect to the kinetic layer
layer.draw();
}
// start animating!
animate();
}); // end $(function(){});
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>

Canvas toDataURL doesn't return whole URL on first try

I've got some code which takes a drawing made on in SVG with Raphael (a 400x400 image loaded into the SVG with Raphael), converts it to a canvas with canvg, and should then take canvas.toDataURL and make it an image. All of this should happen when a button is pushed. The first two steps work, but the third is glitchy. The first time I press the button, a 300x150 blank image is placed in the final div instead of the 400x400 image. If I press the button again, the image shows up fine (correct size and everything). I've tried to use both img.onload and the jquery version $(img).load but neither seems to keep the problem from happening. Therefore, I feel like it's an issue with the canvas having not been drawn completely yet but I can't prove that and I can't seem to make the code wait until it has been drawn. Below is all the code. I tried to make it a fiddle but I kept getting security errors with the image.
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript" src="http://canvg.googlecode.com/svn/trunk/rgbcolor.js"></script>
<script type="text/javascript" src="http://canvg.googlecode.com/svn/trunk/canvg.js"></script>
<script type="text/javascript" src="scripts/jquery.js"></script>
<script type="text/javascript" src="scripts/raphael.js"></script>
<script type="text/javascript" src="scripts/excanvas.compiled.js"></script>
<script type="text/javascript">
$(document).ready(function(){
var nowX, nowY, R = Raphael("svg_drawing", 400, 400);
$($("svg").get(0)).attr("xmlns:xlink", "http://www.w3.org/1999/xlink");
var templ = R.image("images/band_clutch.jpg", 0, 0, 400, 400);
});
function toImg(){
var svg = $("#svg_drawing").html().replace(/>\s+/g, ">").replace(/\s+</g, "<");
var canvas = $("#canvas")[0];
canvg(canvas, svg);
var imgData = canvas.toDataURL('image/jpg');
var img = new Image();
$(img).load(function(){
$("#drawing_area").html("");
$(img).appendTo("#drawing_area");
});
img.src = imgData;
}
</script>
<title>Sandbox</title>
</head>
<body style="margin: 0; width:3000px">
<div id="svg_drawing" style="background-color:white;display:inline-block;height:400px;width:400px;border:1px solid black;"></div>
<canvas id="canvas" style="display:inline-block;height:400px;width:400px;border:1px solid red;"></canvas>
<div id="drawing_area" style="background-color:white;display:inline-block;height:400px;width:400px;border:1px solid black;"></div>
<button onclick="toImg()" style="display:inline-block;vertical-align:top;">Do it</button>
</body>
</html>
It sounds like the canvas area is staying at the default 350 x 150. Try setting
canvas.width = canvas.height = 400;
before drawing (keep the inline CSS as-is).
To fix the actual rendering issue, you need to tell the canvg method to do the toDataURI stuff asyncronously, once the rendering has been complete:
function toImg(){
var svg = $("#svg_drawing").html().replace(/>\s+/g, ">").replace(/\s+</g, "<");
var canvas = $("#canvas")[0];
canvg(canvas, svg, {
renderCallback : function(){
var imgData = canvas.toDataURL('image/jpg');
var img = new Image();
$(img).load(function(){
$("#drawing_area").html("");
$(img).appendTo("#drawing_area");
});
img.src = imgData;
}
});
}

HTML5 Canvas: How to make a loading spinner by rotating the image in degrees?

I am making a loading spinner with html5 canvas. I have my graphic on the canvas but when i rotate it the image rotates off the canvas. How do I tell it to spin the graphic on its center point?
<!DOCTYPE html>
<html>
<head>
<title>Canvas test</title>
<script type="text/javascript">
window.onload = function() {
var drawingCanvas = document.getElementById('myDrawing');
// Check the element is in the DOM and the browser supports canvas
if(drawingCanvas && drawingCanvas.getContext) {
// Initaliase a 2-dimensional drawing context
var context = drawingCanvas.getContext('2d');
//Load the image object in JS, then apply to canvas onload
var myImage = new Image();
myImage.onload = function() {
context.drawImage(myImage, 0, 0, 27, 27);
}
myImage.src = "img/loading.png";
context.rotate(45);
}
}
</script>
</head>
<body>
<canvas id="myDrawing" width="27" height="27">
</canvas>
</body>
</html>
Here is the complete working example:)
<!DOCTYPE html>
<html>
<head>
<title>Canvas Cog</title>
<script type="text/javascript">
var cog = new Image();
function init() {
cog.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABsAAAAbCAYAAACN1PRVAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAABK1JREFUeNqMVt1ZGzkUvVfS4IW1l8GO82w6IBXE7mCpAFMB+Pt4Z6iApALcAe4AU0HoAJfg7BPYHinnXmmciX+y0YdmJHnQ0bk/R5cvh5cUyFPwRD4EChgEvGWMB36R3+JaiTkmD5gOs8yNb25uLlerFf1pM2yIGA82TEY7xow1oj4GBU6S6yywPNG4JwDH+XGv0Whs7ndN8n97mmPsLCSYgy7ImPQE/pFDyAF+7L0fgTNFUDBcLal90taD1doQ/T6NT9DnW8zkT+jJuQVYukG3hifCVk/L3JOxMBa8VVlSp9MhHKLaB+zpNo1fdgEpmByuMqUAV5viOQLwXNax9KBAFNEEpN1pUwnQmvl6aTza6zNjrCKaymeyOdYAMgfg18iG4T/qw+AC94zvpzDjcwqOXo3VGH26H0xMZ7jPxgT0R2zUi4BYt6bAfEbJvJFZKA4ODgZ5nhcJLE9mk35X21vWC/TXKmiwr2xszoQd/PQv3t/QCzY2twpqBpb5FKOp+hCgzWaTWq0W1Xx0ij5An9WC5VtiLMwvNBrVaSGMvQk5jHQVPN7sb0HzAtE+QJrNgrcUNEARieWCut0ugR0tl8sKcJ5Ahc3jRviPK8ZGTaaBwGKyT+gTiwM4a3Jrba6MbeVXo5F4kp9shn29ndUYC9vLirGDXzRhrYhD8DME5Hkg22df5rDYS/RXmVIsaP/Q/SXs600YnifTjbeSWliEdTYb3QyTqYfdDKTL4B1KS6tVqf6SgGq3P9BvZGpvNIrPCgVKZlGlCDQDxJiCjVppCab05DJHzb+b1Gm36X80cVjLuzozexs0f6IgRkA5XRhzIixRL1+IzhwdHVHrn1Y9oXe1i10aKT6bGGhg1CKK+cT0zCGCs0oXTIogybJMw/779//o48duMvnO9rzLn+Kz8wgS5Shqo4njpCoOQA5Ajb8adHh4SMvVghaLhYb/HsBip88krNVISSEigOlhjmi0LziNhr6wOsgO9C1339vbGznnNAU2AM9Svk235cqKieKGkldAf7DGvTrjnjJnzyQoMu0ZTuZgUqvmlYR+f39XIE4uqCX1E/rDZpCYmKwOOmivAfYK9KF1AM7EdG4uAMLAOjmQideQXOJQkyUisqYiFRhtSFbxCxj8do0T30dmTvLhC+an0MZZVBHX09tBTG4qFigZEJEChjTIEwtRik81Qa7uOQU0IrYAe7FRjqYw6SlYjgAyN1GmHsFIGPfVnxzFuFITKEkfYK+oWZ5qKlIkcZ7UE92oXBmeIgIxtAO5UtSHqo9uiLW+sme5ejSIRASeAFR4LYy8MMzL1aq3EYWzJF28BgMEzGYpBkrMKelgl+P6uTcVY8NjLYyYPwMTCcufSaouH6al9xNJcjC82vDb9uVZKbrWIumNO+waVsu1TCC+Wxcg6xaSpsZSYM2wLO9/U8qZWH+wztQnsfAxV/E3MIKZVf1FsmJVV8mamhEmxZ0X7sSsABsGv1tZJGejmptU7FBUDYzPAXQBwFEEl+9+stFEroJEci2ELwIMmZuWoSTE9DYYcWVCjlJrZWMpeBhlAEqBiulPE84S3ixU5gSTwGGOdyEVNJXxA8nPevshwABHktBS1YoQ+QAAAABJRU5ErkJggg=='; // Set source path
setInterval(draw,10);
}
var rotation = 0;
function draw(){
var ctx = document.getElementById('myCanvas').getContext('2d');
ctx.globalCompositeOperation = 'destination-over';
ctx.save();
ctx.clearRect(0,0,27,27);
ctx.translate(13.5,13.5); // to get it in the origin
rotation +=1;
ctx.rotate(rotation*Math.PI/64); //rotate in origin
ctx.translate(-13.5,-13.5); //put it back
ctx.drawImage(cog,0,0);
ctx.restore();
}
init();
</script>
</head>
<body>
<canvas width="27" height="27" id="myCanvas"></canvas>
</body>
</html>
rotate turns the canvas(?) around your current position, which is 0, 0 to start. you need to "move" to your desired center point, which you can accomplish with
context.translate(x,y);
after you move your reference point, you want to center your image over that point. you can do this by calling
context.drawImage(myImage, -(27/2), -(27/2), 27, 27);
this tells the browser to start drawing the image from above and to the left of your current reference point, by have the size of the image, whereas before you were starting at your reference point and drawing entirely below and to the right (all directions relative to the rotation of the canvas).
since your canvas is the size of your image, your call to translate will use the same measurement, (27/2), for x and y coordinates.
so, to put it all together
// initialization:
context.translate(27/2, 27/2);
// onload:
context.rotate(Math.PI * 45 / 180);
context.drawImage(myImage, -(27/2), -(27/2), 27, 27);
edit: also, rotation units are radians, so you'll need to translate degrees to radians in your code.
edits for rearranging stuff.
For anyone else looking into something like this, you might want to look at this script which does exactly what was originally being requested:
http://projects.nickstakenburg.com/spinners/
You can find the github source here:
https://github.com/staaky/spinners
He uses rotate, while keeping a cache of rectangles which slowly fade out, the older they are.
I find another way to do html loading spinner. You can use sprite sheet animation. This approach can work both by html5 canvas or normal html/javascript/css. Here is a simple way implemented by html/javascript/css.
It uses sprite sheet image as background. It create a Javascript timer to change the background image position to control the sprite sheet animation. The example code is below. You can also check the result here: http://jmsliu.com/1769/html-ajax-loading-spinner.html
<html>
<head><title></title></head>
<body>
<div class="spinner-bg">
<div id="spinner"></div>
</div>
<style>
.spinner-bg
{
width:44px;
height:41px;
background: #000000;
}
#spinner
{
width: 44px;
height: 41px;
background:url(./preloadericon.png) no-repeat;
}
</style>
<script>
var currentbgx = 0;
var circle = document.getElementById("spinner");
var circleTimer = setInterval(playAnimation, 100);
function playAnimation() {
if (circle != null) {
circle.style.backgroundPosition = currentbgx + "px 0";
}
currentbgx -= 44; //one frame width, there are 5 frame
//start from 0, end at 176, it depends on the png frame length
if (currentbgx < -176) {
currentbgx = 0;
}
}
</script>
</body>

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