I'm attempting to get basic side scroller movement down in canvas, and I'm in a good spot with the movement itself, but I can't seem to get the background to translate. Perhaps I'm misunderstanding how translate works? The main canvas is translating fine (the one the 'player' is on) but the bg canvas won't budge.
http://jsfiddle.net/Y5SG8/1/
Fullscreen: http://jsfiddle.net/Y5SG8/1/embedded/result/
Any help would be greatly appreciated.
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById('canvas'),
bg = document.getElementById('canvas2'),
ctx = canvas.getContext('2d'),
bgctx = bg.getContext('2d'),
width = 1280,
height = 720,
player = {
x: width/2,
y: height/2 - 15,
width: 16,
height: 24,
speed: 3,
velx: 0,
vely: 0,
jumping: false
},
keys = [],
friction = 0.9,
gravity = 0.3;
canvas.addEventListener('keydown', function(e) {keys[e.keyCode] = true;})
canvas.addEventListener('keyup', function(e) {keys[e.keyCode] = false;})
canvas.width = width;
canvas.height = height;
bg.width = width;
bg.height = height;
var bgimg = new Image();
bgimg.src = 'bg.png';
bgimg.onload = function bgload() {bgctx.drawImage(bgimg,0,0);}
function playerupdate() {
if (keys[68]) {
if (player.velx < player.speed) {player.velx++;}
}
if (keys[65]) {
if (player.velx > -player.speed) {player.velx--;}
}
player.velx *= friction;
player.x += player.velx;
ctx.translate(-player.velx,0);
bgctx.translate(player.velx,0);
ctx.clearRect(player.x, player.y, player.width, player.height);
ctx.fillStyle = '#FF0000'
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(playerupdate);
console.log(player.x)
}
window.onload = playerupdate();
Short answer, the translate function translates the context of the canvas, but it does not redraw, so you'd need to:
// note you probably want the ctx to translate in the opposite direction of
// the player's velocity if you want the appearance of movement (if that's
// what you want)
bgctx.translate(-player.velx, 0);
bgctx.clearRect(0, 0, bg.width, bg.height);
bgctx.drawImage(bgimg, 0, 0);
Knowing that, you can probably figure it out from there. If your background is non-repeating (and you prevent the player from moving off the edges), then this might be the solution.
If your background is repeatable, you'll need to do a bit more work, as translating the image will quickly move it off screen. You can solve this by drawing a repeating fill created from the image rather than drawing in the image itself, something like:
// on image load, replacing your initial `drawImage`
bgimg.onload = function bgload() {
var ptrn = bgctx.createPattern(bgimg, 'repeat');
bgctx.fillStyle = ptrn;
bgctx.fillRect(0, 0, bg.width, bg.height);
}
// then in the loop
bgctx.translate(-player.velx, 0);
// Here you'd fill a square *around* the player, instead of just
// repainting the image.
bgctx.fillRect(player.x - width/2, 0, bg.width, bg.height);
As #numbers1311407 says in his answer you will need to redraw the image.
But translate is strictly not necessary here - just redraw the image into a new position instead.
bgctx.drawImage(bgimg, -player.velx, 0);
Modified fiddle
You don't even need to use clear as the image will overdraw anything - the only thing you need to take care of is wrapping/tiling when the image is out of "bound" or you will get tearing (that applies to both approaches).
Related
So i'm adding some image manipulation functions to one of our company projects. Part of the feature is an image cropper with the desire to 'auto-detect' the cropped image to some degree. If our guess is bad they can just drag & drop the cropper points, but most images people should be able to be auto-cropped.
My issue is when i'm putting the data back into the canvas indexes that work don't seem make any sense to me based on the documentation. I'm trying to take the rect I find and convert he canvas to a single image size that will now contain my whole rect.
let width = right - left + 1, height = bottom - top + 1;
canvas.width = width;
canvas.height = height;
ctx.putImageData(imageBuffer, -left, -top, left, top, width,height);
This gives me the correct image. I would have expected based on the documentation that the below code would be correct. I verified in mspaint that my indexes for the rect are correct so I know it isn't my algorithm coming up with weird numbers.
let width = right - left + 1, height = bottom - top + 1;
canvas.width = width;
canvas.height = height;
ctx.putImageData(imageBuffer, 0, 0, left, top, width,height);
Why do you have to put a negative indexing for the 2nd & 3rd argument? I've verified it behaves like this in both Chrome & Firefox.
Yes, it might be a bit confusing, but when you putImageData, the destinationWidth and destinationHeight you would have in e.g drawImage, are always equal to the ImageData's width and height.
The 4 last params of putImageData(), dirtyX, dirtyY, dirtyWidth and dirtyHeight values are relative to the ImageData's boundaries.
So with the first two params, you just set the position of the ImageData's boundaries, with the 4 others, you set the position of your pixels in this ImageData's boundary.
var ctx = canvas.getContext('2d');
var imgBound = {
x: 10,
y: 10,
width: 100,
height: 100
},
innerImg = {
x: 20,
y: 20,
width: 200,
height: 200
};
// a new ImageData, the size of our canvas
var img = ctx.createImageData(imgBound.width, imgBound.height);
// fill it with noise
var d = new Uint32Array(img.data.buffer);
for(var i=0;i<d.length; i++)
d[i] = Math.random() * 0xFFFFFFFF;
function draw() {
ctx.putImageData(img,
imgBound.x,
imgBound.y,
innerImg.x,
innerImg.y,
innerImg.width,
innerImg.height
);
// the ImageData's boundaries
ctx.strokeStyle = 'blue';
ctx.strokeRect(imgBound.x, imgBound.y, imgBound.width, imgBound.height);
// our pixels boundaries relative to the ImageData's bbox
ctx.strokeStyle = 'green';
ctx.strokeRect(
// for stroke() we need to add the ImageData's translation
innerImg.x + imgBound.x,
innerImg.y + imgBound.y,
innerImg.width,
innerImg.height
);
}
var inner_direction = -1,
imgBound_direction = -1;
function anim() {
innerImg.width += inner_direction;
innerImg.height += inner_direction;
if(innerImg.width <= -50 || innerImg.width > 200) inner_direction *= -1;
imgBound.x += imgBound_direction;
if(imgBound.x <= 0 || imgBound.x > 200)
imgBound_direction *= -1;
ctx.clearRect(0,0,canvas.width,canvas.height);
draw();
requestAnimationFrame(anim);
}
anim();
canvas{border: 1px solid;}
<canvas id="canvas" width="300" height="300"></canvas>
I am trying to create a pannable image viewer which also allows magnification. If the zoom factor or the image size is such that the image no longer paints over the entire canvas then I wish to have the area of the canvas which does not contain the image painted with a specified background color.
My current implementation allows for zooming and panning but with the unwanted effect that the image leaves a tiled trail after it during a pan operation (much like the cards in windows Solitaire when you win a game). How do I clean up my canvas such that the image does not leave a trail and my background rectangle properly renders in my canvas?
To recreate the unwanted effect set magnification to some level at which you see the dark gray background show and then pan the image with the mouse (mouse down and drag).
Code snippet added below and Plnkr link for those who wish to muck about there.
http://plnkr.co/edit/Cl4T4d13AgPpaDFzhsq1
<!DOCTYPE html>
<html>
<head>
<style>
canvas{
border:solid 5px #333;
}
</style>
</head>
<body>
<button onclick="changeScale(0.10)">+</button>
<button onclick="changeScale(-0.10)">-</button>
<div id="container">
<canvas width="700" height="500" id ="canvas1"></canvas>
</div>
<script>
var canvas = document.getElementById('canvas1');
var context = canvas.getContext("2d");
var imageDimensions ={width:0,height:0};
var photo = new Image();
var isDown = false;
var startCoords = [];
var last = [0, 0];
var windowWidth = canvas.width;
var windowHeight = canvas.height;
var scale=1;
photo.addEventListener('load', eventPhotoLoaded , false);
photo.src = "http://www.html5rocks.com/static/images/cors_server_flowchart.png";
function eventPhotoLoaded(e) {
imageDimensions.width = photo.width;
imageDimensions.height = photo.height;
drawScreen();
}
function changeScale(delta){
scale += delta;
drawScreen();
}
function drawScreen(){
context.fillRect(0,0, windowWidth, windowHeight);
context.fillStyle="#333333";
context.drawImage(photo,0,0,imageDimensions.width*scale,imageDimensions.height*scale);
}
canvas.onmousedown = function(e) {
isDown = true;
startCoords = [
e.offsetX - last[0],
e.offsetY - last[1]
];
};
canvas.onmouseup = function(e) {
isDown = false;
last = [
e.offsetX - startCoords[0], // set last coordinates
e.offsetY - startCoords[1]
];
};
canvas.onmousemove = function(e)
{
if(!isDown) return;
var x = e.offsetX;
var y = e.offsetY;
context.setTransform(1, 0, 0, 1,
x - startCoords[0], y - startCoords[1]);
drawScreen();
}
</script>
</body>
</html>
You need to reset the transform.
Add context.setTransform(1,0,0,1,0,0); just before you clear the canvas and that will fix your problem. It sets the current transform to the default value. Then befor the image is draw set the transform for the image.
UPDATE:
When interacting with user input such as mouse or touch events it should be handled independently of rendering. The rendering will fire only once per frame and make visual changes for any mouse changes that happened during the previous refresh interval. No rendering is done if not needed.
Dont use save and restore if you don't need to.
var canvas = document.getElementById('canvas1');
var ctx = canvas.getContext("2d");
var photo = new Image();
var mouse = {}
mouse.lastY = mouse.lastX = mouse.y = mouse.x = 0;
mouse.down = false;
var changed = true;
var scale = 1;
var imageX = 0;
var imageY = 0;
photo.src = "http://www.html5rocks.com/static/images/cors_server_flowchart.png";
function changeScale(delta){
scale += delta;
changed = true;
}
// Turns mouse button of when moving out to prevent mouse button locking if you have other mouse event handlers.
function mouseEvents(event){ // do it all in one function
if(event.type === "mouseup" || event.type === "mouseout"){
mouse.down = false;
changed = true;
}else
if(event.type === "mousedown"){
mouse.down = true;
}
mouse.x = event.offsetX;
mouse.y = event.offsetY;
if(mouse.down) {
changed = true;
}
}
canvas.addEventListener("mousemove",mouseEvents);
canvas.addEventListener("mouseup",mouseEvents);
canvas.addEventListener("mouseout",mouseEvents);
canvas.addEventListener("mousedown",mouseEvents);
function update(){
requestAnimationFrame(update);
if(photo.complete && changed){
ctx.setTransform(1,0,0,1,0,0);
ctx.fillStyle="#333";
ctx.fillRect(0,0, canvas.width, canvas.height);
if(mouse.down){
imageX += mouse.x - mouse.lastX;
imageY += mouse.y - mouse.lastY;
}
ctx.setTransform(scale, 0, 0, scale, imageX,imageY);
ctx.drawImage(photo,0,0);
changed = false;
}
mouse.lastX = mouse.x
mouse.lastY = mouse.y
}
requestAnimationFrame(update);
canvas{
border:solid 5px #333;
}
<button onclick="changeScale(0.10)">+</button><button onclick="changeScale(-0.10)">-</button>
<canvas width="700" height="500" id ="canvas1"></canvas>
Nice Code ;)
You are seeing the 'tiled' effect in your demonstration because you are painting the scaled image to the canvas on top of itself each time the drawScreen() function is called while dragging. You can rectify this in two simple steps.
First, you need to clear the canvas between calls to drawScreen() and second, you need to use the canvas context.save() and context.restore() methods to cleanly reset the canvas transform matrix between calls to drawScreen().
Given your code as is stands:
Create a function to clear the canvas. e.g.
function clearCanvas() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
In the canavs.onmousemove() function, call clearCanvas() and invoke context.save() before redefining the transform matrix...
canvas.onmousemove = function(e) {
if(!isDown) return;
var x = e.offsetX;
var y = e.offsetY;
/* !!! */
clearCanvas();
context.save();
context.setTransform(
1, 0, 0, 1,
x - startCoords[0], y - startCoords[1]
);
drawScreen();
}
... then conditionally invoke context.restore() at the end of drawScreen() ...
function drawScreen() {
context.fillRect(0,0, windowWidth, windowHeight);
context.fillStyle="#333333";
context.drawImage(photo,0,0,imageDimensions.width*scale,imageDimensions.height*scale);
/* !!! */
if (isDown) context.restore();
}
Additionally, you may want to call clearCanvas() before rescaling the image, and the canvas background could be styled with CSS rather than .fillRect() (in drawScreen()) - which could give a performance gain on low spec devices.
Edited in light of comments from Blindman67 below
See Also
Canvas.context.save : https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/save
Canvas.context.restore : https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/restore
requestAnimationFrame : https://developer.mozilla.org/en-US/docs/Web/API/Window/requestAnimationFrame
Paul Irish, requestAnimationFrame polyfill : http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
Call context.save to save the transformation matrix before you call context.fillRect.
Then whenever you need to draw your image, call context.restore to restore the matrix.
For example:
function drawScreen(){
context.save();
context.fillStyle="#333333";
context.fillRect(0,0, windowWidth, windowHeight);
context.restore();
context.drawImage(photo,0,0,imageDimensions.width*scale,imageDimensions.height*scale);
}
Also, to further optimize, you only need to set fillStyle once until you change the size of canvas.
Here is the fiddle.
Small rectangle will be created to simulate a bullet when the spacebar(keycode 32) is pressed. I encountered some problems: How to move them yo the top (decrease the y coordinate)?
Can anyone help me? Thx!
window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
var ps = false;
init();
function init(){
context.rect((cw-5)/2, ch-5, 5, 5);
context.fill();
update();
}
function update(){
if(ps){
playerShoot();
}
requestAnimationFrame(update);
}
function playerShoot(){
var b = new bullet(2);
}
function bullet(speed){
this.speed = speed;
speed++;
context.ellipse((cw-1)/2, ch-10-speed, 1, 3, 0, 0, Math.PI*2);
context.fill();
}
document.addEventListener("keydown", function(e){
switch(e.keyCode){
case 32:
ps = true;
break;
};
});
document.addEventListener("keyup", function(e){
switch(e.keyCode){
case 32:
ps = false;
break;
};
});
I've explained a lot of the code in the comments in the code itself.
A couple of other points:
Some browsers (including mine, i.e. Firefox v44.0.2) don't draw ellipses. So I've made your bullet another rectangle.
I used fillRect instead of rect just because I know that better.
I redrew the bullet by drawing over the old one with the opaque background color. However, you could also clear the rectangle around the previous bullet if you wanted.
You incremented speed in your example. That's probably not what you want from a conceptual point of view, even if you had gotten the visual results that you want. I suspect you want your bullets to move at a constant speed. Therefore, the speed variable should be constant, i.e. not change. Rather, you should use the speed constant to regularly change the position of the bullet. I changed bulletY, which is the vertical position of the bullet.
For simplicity, I've only allowed one bullet on the screen at a time.
I've limited the code to running 500 cycles. That's mostly to just not annoy Stack Overflow users who try the code...they don't want an infinite loop happening.
window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
var ps = false;
// some new variables
var bulletShowing = false; // is a bullet currently showing?
var bulletY; // the vertical position of the bullet
var speed = 8; // the bullet speed
var time = 500; // the time remaining
init();
function init() {
// draw background
context.fillStyle = "yellow";
context.fillRect(0, 0, cw, ch);
// draw gun
context.fillStyle = "black";
context.fillRect((cw - 5) / 2, ch - 5, 5, 5);
// update the scene
update();
}
function update() {
if (ps) {
playerShoot();
}
// if a bullet is supposed to be showing then, well, show it
if (bulletShowing) {
// redraw the bullet (erase the old, draw the new)
drawBullet();
// if the bullet has gone off-screen, allow a new shot
if (bulletY < -5) {
bulletShowing = false;
}
}
// give a visual indicator of time remaining
document.querySelector("div").innerHTML = "Time: " + time;
// decrement the time
time -= 1;
// if there is still time remaining, do it all again
if (time >= 0) {
requestAnimationFrame(update);
}
}
function playerShoot() {
// indicate a bullet will now be showing
bulletShowing = true;
// start the bullet out near the gun
bulletY = ch - 10;
}
function drawBullet() {
// erase the old bullet by drawing over it with the background color
// this rectangle is slightly larger than the bullet itself
// to ensure the entire old bullet is drawn over
context.fillStyle = "yellow";
context.fillRect((cw - 1) / 2 - 2, bulletY - 1, 5, 7);
// move the bullet position
bulletY -= speed;
// draw the new bullet
context.fillStyle = "black";
context.fillRect((cw - 1) / 2 - 1, bulletY, 3, 5);
}
document.addEventListener("keydown", function(e) {
switch (e.keyCode) {
case 32:
// only allow one bullet on the screen at a time
// (for the sake of coding simplicity)
if (!bulletShowing) {
ps = true;
}
break;
};
});
document.addEventListener("keyup", function(e) {
switch (e.keyCode) {
case 32:
ps = false;
break;
};
});
#myCanvas {
position: absolute;
top: 0;
left: 50%;
transform: translate(-50%, 5%);
background-color: #cccccc;
z-index: -1;
}
<p>Click on the canvas, then use the space bar to fire bullets one at a time.</p>
<div></div>
<canvas id="myCanvas" width=300 height=150></canvas>
I've gotten a lot of help from this site, but I seem to be having a problem putting all of it together. Specifically, in JS, I know how to
a) draw an image onto canvas
b) make a rectangle follow the cursor (Drawing on a canvas) and (http://billmill.org/static/canvastutorial/ball.html)
c) draw a rectangle to use as a background
What I can't figure out is how to use a rectangle as the background, and then draw an image (png) on the canvas and get it to follow the cursor.
What I have so far looks like this:
var canvas = document.getElementByID('canvas');
var ctx = canvas.getContext('2d');
var WIDTH = canvas.width;
var HEIGHT = canvas.height;
var bgColor = '#FFFFFF';
var cirColor = '#000000';
clear = function() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
drawIMG = function(x,y,r) {
ctx.fillStyle = cirColor;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
draw = function() {
ctx.fillStyle = bgColor;
clear();
ctx.fillRect(0, 0, WIDTH, HEIGHT);
drawIMG(150, 150, 30);
drawIMG(300, 500, 12);
};
draw();
This will draw in the HTML5 canvas element, the height and width of which are specified in the HTML and so are variable, with a white rectangle the size of the canvas beneath two black circles at (150,150) and (300,500). It does that perfectly well.
However, I don't know how to also make JS draw a .png on top of that that follows the cursor. Like I said, I've been able to do most of the steps individually, but I have no idea how to combine them. I know, for instance, that I have to do
img = new Image();
and then
img.src = 'myPic.png';
at some point. They need to be combined with position modifiers like
var xPos = pos.clientX;
var yPos = pos.clientY;
ctx.drawImage(img, xPos, yPos);
But I have no idea how to do that while maintaining any of the other things I've written above (specifically the background).
Thanks for your patience if you read through all of that. I have been up for a while and I'm afraid my brain is so fried I wouldn't recognize the answer if it stripped naked and did the Macarena. I would appreciate any help you could possibly send my way, but I think a working example would be best. I am an initiate in the religion of programming and still learn best by shamelessly copying and then modifying.
Either way, you have my optimistic thanks in advance.
First off, I've made an animated purple fire follow the mouse. Click (edit doesn't exist anymore)here to check it out.
Before you continue, I recommend you check out these websites:
http://www.williammalone.com/articles/create-html5-canvas-javascript-sprite-animation/
William talks about the basic techniques of canvas animations
http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
Paul Irish talks about a recursive animation function that turns at 60 fps.
Using both of their tutorials is pretty a good start for animation.
Now from my understanding you want one 'background' and one animation that follows the cursor. The first thing you should keep in mind is once you draw on your canvas, whatever you draw on, gets replaced. So the first thing I notice that will cause performance issues is the fact you clear your whole canvas, and not what needs to be cleared.
What you need to do is memorize the position and size of your moving element. It doesn't matter what form it takes because your clearRect() should completely remove it.
Now you're probably asking, what if I draw on the rectangle in the background. Well that will cause a problem. You have two solutions. Either, (a) Clear the background and clear your moving animation and draw them back again in the same order or (b) since you know your background will never move, create a second canvas with position = absolute , z-index = -1 , and it's location the same as the first canvas.
This way you never have to worry about the background and can focus on the animation currently going on.
Now getting back to coding part, the first thing you'll want to do is copy Paul Irish's recursive function:
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
Question then is, how to use it? If you go here you can check out how it was done:
function fireLoop()
{
window.requestAnimationFrame(fireLoop);
fire.update();
fire.render();
console.log('you spin me right round baby right round');
follow();
}
This is the loop I use. Every second Paul Irish's function will call the main loop. In this loop. I update the information choose the right animation that needs to be drawn and then I draw on the canvas (after having removed the previous element).
The follow function is the one that chooses the next coordinates for the animation. You'll have to change this part since, you don't want to move the canvas but move the animation. You can use the same code, but you need to apply location to where you want to draw on the canvas.
function follow()
{
$(fireCanvas).offset({
top: getTop(),
left: getLeft()
});
}
function getTop()
{
var off = $(fireCanvas).offset();
if(off.top != currentMousePos.y - $(fireCanvas).height() + 10)
{
if(off.top > currentMousePos.y - $(fireCanvas).height() + 10)
{
return off.top - 1;
}
else
{
return off.top + 1;
}
}
}
function getLeft()
{
var off = $(fireCanvas).offset();
if(off.left != currentMousePos.x - $(fireCanvas).width()/2)
{
if(off.left > currentMousePos.x - $(fireCanvas).width()/2)
{
return off.left - 1;
}
else
{
return off.left + 1;
}
}
}
var currentMousePos = { x: -1, y: -1 };
$(document).mousemove(function(event) {
currentMousePos.x = event.pageX;
currentMousePos.y = event.pageY;
});
If you want me to go into depth about anything specific let me know.
So i want to create a web based image editor using CamanJS plugin, and it's proving to be a blast but i need to create a flip horizontal function and it turns out CamanJS doesn't have a method for that, i'm thinking of flipping the canvas outside the Caman and reload it like this
context.translate(imageWidth / 2, imageHeight / 2);
context.scale(-1, 1);
context.drawImage(imageObj, - imageWidth / 2, - imageHeight / 2, imageWidth, imageHeight);
caman.reloadCanvasData();
But nothing happened, anyone can help?
Here's what flip plugin might look like:
Caman.Plugin.register("flip", function () {
var canvas, ctx;
var width = this.canvas.width;
var height = this.canvas.height;
// Support NodeJS by checking for exports object
if (typeof exports !== "undefined" && exports !== null) {
canvas = new Canvas(width, height);
} else {
canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
}
ctx = canvas.getContext('2d');
ctx.translate(width, 0);
ctx.scale(-1, 1);
ctx.drawImage(this.canvas, 0, 0);
this.replaceCanvas(canvas);
return this;
});
Caman.Filter.register("flip", function () {
return this.processPlugin("flip");
});
If you're flipping an image that fills the canvas, translate to the right of the canvas.
context.translate( canvas.width,0 );
context.scale( -1,1 );
context.drawImage( imageObject,0,0 );