How to upload image of profile in phaser js? - javascript

How to upload Image from local storage to phaser using rest apis ?

It depends what you mean exactly, do you want to upload the image to the server, where the phaser application is running, or should everything be kept locally?
if you only need a local version, you could do this:
load the image
save it in the localStorage of the browser (doesn't work on stackoverflow, code snipplets) : localStorage.setItem('profile', <image-data> )
display the image (or from the localStorage, if it was saved localStorage.getItem('profile', <image-data> ))
if you need it to be uploaded to the server, the answer is a bit more complex and depends on the programming language on the server. But here is a pointer, for the client side: https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API/Using_Fetch#uploading_a_file
Here a short demo/proof-of-concept:
(without localStorage, since it doesn't work here)
document.body.style = 'margin:0;';
var currentScene;
var profileImage;
var config = {
type: Phaser.AUTO,
width: 536,
height: 173,
scene: { create },
banner: false
};
function create () {
let message = this.add.text(10,10, 'Select a Image');
currentScene = this;
}
new Phaser.Game(config);
let imgElement = document.querySelector('#localImage');
imgElement.addEventListener('change', _ => {
const [file] = imgElement.files
if (file) {
var reader = new FileReader();
reader.onload = function(e) {
var img = new Image();
img.onload = _ => {
let txt = currentScene
.textures
.createCanvas('profile', img.width, img.height);
txt.draw(0, 0, img);
profileImage = currentScene.add
.image(20, 40, 'profile')
.setOrigin(0);
profileImage.setScale(180 / img.height);
}
img.src = reader.result;
}
reader.readAsDataURL(file);
}
})
<script src="//cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.js"></script>
<input accept="image/*" type='file' id="localImage" />

Related

Can't draw imported image through input file

I am trying to load an image with an html input type="file" and load it to an with javascript without success.
Here is my code so far:
HTML:
<canvas class="imported" id="imported"></canvas>
<button class="import_button" id="import_button">Import a picture</button>
<input type="file" id="imgLoader"/>
JAVASCRIPT:
document.getElementById('import_button').onclick = function() {
document.getElementById('imgLoader').click();
};
document.getElementById('imgLoader').addEventListener('change', importPicture, false);
function importPicture()
{
alert("HERE");
var canvas = document.querySelector('#imported');
var context = canvas.getContext("2d");
var fileinput = document.getElementById('imgLoader');
var img = new Image();
var file = document.getElementById('imgLoader').files[0];
var reader = new FileReader();
reader.readAsDataURL(file);
reader.onload = function(evt)
{
alert("THERE");
if( evt.target.readyState == FileReader.DONE)
{
alert("AGAIN");
img.src = evt.target.result;
context.drawImage(img, 200, 200);
}
}
}
The alerts are all fired up, no errors or message in the console..
How can I load it and display it? Thank you!
The logic (of your original code, not the edited version) is a bit baffling:
document.getElementById('imgLoader').addEventListener('change', importPicture, false);
adds a change event to the file input. That's fine. But then within the "importPicture" function, which runs when the file input changes, you add another change event listener (via fileinput.onchange) ...why are you doing that? I can't see how it makes sense. It means you have to change the file again before the code in there runs. And it also means that every time you change the file it adds more and more listeners, until you have lots of functions firing at once.
The other problem is that you're not waiting for the data to be loaded into the Image object before you try to draw the image on the canvas. You also need to set the dimensions of the canvas itself, and not be prescriptive about the dimensions of the image (because the user could upload anything, of any size).
Here's a working demo:
document.getElementById('import_button').onclick = function() {
document.getElementById('imgLoader').click();
};
var fileinput = document.getElementById('imgLoader').addEventListener('change', importPicture, false);
function importPicture() {
var canvas = document.querySelector('#imported');
var context = canvas.getContext("2d");
var img = new Image();
var file = this.files[0];
var reader = new FileReader();
reader.onload = function(evt) {
img.onload = function() {
canvas.width = img.width;
canvas.height = img.height;
context.drawImage(img, 0, 0);
}
img.src = evt.target.result;
}
reader.readAsDataURL(file);
}
<canvas class="imported" id="imported"></canvas>
<button class="import_button" id="import_button">Import a picture</button>
<input type="file" id="imgLoader" />
Credit to this answer for the final bits.

FileReader dragging image from browser window

I have a div where users can drag and drop an image and then, using FileReader, I get the base64 of the image. Works fine.
dropper.ondrop = function (e) {
e.preventDefault();
var file = e.dataTransfer.files[0];
var reader = new FileReader();
reader.readAsDataURL(file);
};
My issue is if I have a browser window open and drag and drop an image from the browser I get the error:
Failed to execute 'readAsDataURL' on 'FileReader':
parameter 1 is not of type 'Blob'.
Now, is there any turnaround to get the base64 of an image dragged from the browser window?
Ultimately, is there is a way to get the image URL and then the actual base64 with a server side curl request?
Any idea?
You can use e.dataTransfer.getData('url') to tell whether there's a URL available. Like this:
var url = e.dataTransfer.getData('url');
if(url){
console.log('Url');
console.log(url);
}else{
console.log('File');
var file = e.dataTransfer.files[0];
var reader = new FileReader();
reader.readAsDataURL(file);
}
Then, having the URL, you can load an img element and use draw it on a canvas to grab the base64 representation. Like this:
var img = document.createElement('img');
img.crossOrigin = 'anonymous';
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = this.width;
canvas.height = this.height;
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0);
console.log(canvas.toDataURL());
};
img.src = url;
This would be the "final" product:
var dropper = document.querySelector('div');
dropper.ondragover = function(e) {
e.preventDefault();
}
dropper.ondrop = function (e) {
e.preventDefault();
var url = e.dataTransfer.getData('url');
if(url){
console.log('Url');
console.log(url);
var img = document.createElement('img');
img.crossOrigin = 'anonymous';
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = this.width;
canvas.height = this.height;
var context = canvas.getContext('2d');
context.drawImage(this, 0, 0);
console.log(canvas.toDataURL());
};
img.src = url;
}else{
console.log('File');
var file = e.dataTransfer.files[0];
var reader = new FileReader();
reader.readAsDataURL(file);
}
};
div{
border:1px solid red;
height:240px;
width:100%;
}
<div>Drop here</div>
Also available here: https://jsfiddle.net/8u6Lprrb/1/
The first parameter comes through with the "http://" or "https://" protocol instead of the expected "file://" protocol. and thats why you cant read it with the HTML5 FILE API, so you may want to download and save the file first before trying to read the contents.
on the other hand, you can update an img tag's src attribute with the retrieved url and skip the readDataAsUrl() portion to hotlink the image.

Saving a image which is captured by a camera on local machine on a folder

I am using HTML5 inputs to take a picture from camera using below line,
<input id="cameraInput" type="file" accept="image/*;capture=camera"></input>
and getting used image in blob:, using following javascript,
var mobileCameraImage = function() {
var that = this
;
$("#cameraInput").on("change", that.sendMobileImage);
if (!("url" in window) && ("webkitURL" in window)) {
window.URL = window.webkitURL;
}
});
var sendMobileImage = function( event ) {
var that = this;
if (event.target.files.length == 1 && event.target.files[0].type.indexOf("image/") == 0) {
var capturedImage = URL.createObjectURL(event.target.files[0])
;
alert( capturedImage );
}
});
Here, I am getting proper image url but the problem i am facing is to send this image url to the server, After reading blogs i found i can not send Blob: url to the server due to its local instance. Does anyone can help to save the clicked image on local machine on a folder or any where, or to help how i can send this image url to the server.
Thanks in advance.
You may need to submit your form every time via Ajax or you may upload the image data manually. In order to do that, you may draw the image unto a canvas, then obtain the canvas data.
// create an image to receive the data
var img = $('<img>');
// create a canvas to receive the image URL
var canvas = $('<canvas>');
var ctx = canvas[0].getContext("2d");
$("#cameraInput").on("change", function () {
var capturedImage = URL.createObjectURL(this.files[0]);
img.attr('src', capturedImage);
ctx.drawImage(img);
var imageData = canvas[0].toDataURL("image/png");
// do something with the image data
});
Or use a FileReader
// only need to create this once
var reader = new FileReader();
reader.onload = function () {
var imageData = reader.result;
// do something with the image data
};
$("#cameraInput").on("change", function () {
reader.readAsDataURL(this.files[0]);
});
Then you can upload that data to the server.

Upload Picture as base64 String to Parse

I have following Problem.
I´m using a canvas to resize pictures a user uploaded to my webapp.
Then I retrieve the picture from the canvas as a base64 encoded string and try to upload it to the parse server.
Since parse supports base64 I thought it could work.
When i upload the images however, there is no image but instead this message for every image file i upload:
{"_ContentType":"image/jpg","_ApplicationId":"MY APPLICATION
ID","_JavaScriptKey":"MY JAVASCRIPT
KEY","_ClientVersion":"js1.3.5","_InstallationId":"THE INSTALLATION
ID","_SessionToken":"THE SESSION TOKEN OF THE CURRENT USER"}
I can retrieve the files, but what i get is no image.
Here is my code for uploading the pictures:
var fileUploadControl = $("#product_pictureUploadModal")[0];
if (fileUploadControl.files.length > 0) {
//THE USER SUCCESSFULLY SELECTED A FILE
var file = fileUploadControl.files[0];
if(file.type.match(/image.*/)){
//RESIZE THE IMAGE AND RETURN a base64 STRING
var resizedImage = resizeImage(file);
//CREATE A PARSE FILE
var name = "picture.jpg";
var parseFile = new Parse.File(name, {base64: resizedImage}, "image/jpg");
parseFile.save().then(function() {
//IMAGE SUCCESSFULLY UPLOADED
},
function(error){
alert(error.message);
});
}else{
//THE USER DIDNT CHOSE A PICTURE
}
}else{
//THE USER DIDNT SELECT A FILE
}
Here is my code for resizing the pictures:
function resizeImage(file){
var MAX_WIDTH = 400;
var image = new Image();
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var url = window.URL || window.webkitURL;
var src = url.createObjectURL(file);
image.src = src;
return image.onload = function(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
if(image.width > MAX_WIDTH){
if(image.width > image.height){
image.height = (image.height%image.width)*400;
}else{
image.height = (image.height/image.width)*400;
}
alert("image height " + image.height);
image.width = 400;
}
canvas.width = image.width;
canvas.height = image.height;
ctx.drawImage(image, 0, 0, image.width, image.height);
url.revokeObjectURL(src);
var fileRezized = encodeURIComponent(canvas.toDataURL("image/jpg"));
return fileRezized;
};
}
What am i missing here?
I hope you guys could help me. I put a lot of work and time in this already and I seem to not get any further than this.
I want to resize the image in the browser because otherwise upload speed might be too slow for some people, as my application will be available for mobile phones as well.
greetins from germany, marvin
When you get no dataURL back from the browser, it's often caused by a cross-domain security violation.
The users image likely does not originate on the same domain as your web page, so when you drawImage the users image to the canvas, you are "tainting" the canvas. This tainting will cause .toDataURL to be disallowed which will in turn cause the DataURL uploaded to your server to be empty.
One workaround
As a workaround, you can "round-trip" the user's image:
upload the users image to your server and save it in the same domain as your web pages.
reload the users browser page along with their image served from your own domain.
Another workaround: FileReader
If your users have modern browsers that support FileReader then you can let your users upload images from their local drives in a security compliant way.
Here's example code using FileReader:
function handleFiles(files) {
for (var i = 0; i < files.length; i++) {
var file = files[i];
var imageType = /image.*/;
if (!file.type.match(imageType)) {
continue;
}
var img = document.createElement("img");
img.classList.add("obj");
img.file = file;
var reader=new FileReader();
reader.onload=(function(aImg){
return function(e) {
aImg.onload=function(){
var canvas=document.createElement("canvas");
var ctx=canvas.getContext("2d");
canvas.width=aImg.width;
canvas.height=aImg.height;
ctx.drawImage(aImg,0,0);
document.body.appendChild(document.createElement('br'));
document.body.appendChild(canvas);
var u=canvas.toDataURL();
var textarea=document.createElement('textarea');
textarea.value=u;
document.body.appendChild(textarea);
}
// e.target.result is a dataURL for the image
aImg.src = e.target.result;
};
})(img);
reader.readAsDataURL(file);
} // end for
} // end handleFiles
//
$("#fileElem").change(function(e){ handleFiles(this.files); });
body{ background-color: ivory; }
canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Example: load images to canvas while satisfying security requirements.</h4>
<input type="file" id="fileElem" multiple accept="image/*">
<br>
There is an error in this line:
var fileRezized = encodeURIComponent(canvas.toDataURL("image/jpg"));
There is no mime-type image/jpg in canvas. This would actually default to image/png instead which I guess could confuse the receiver. Just correct the line to:
var fileRezized = encodeURIComponent(canvas.toDataURL("image/jpeg"));
I don't know parse.com, but also try doing this with this line:
var parseFile = new Parse.File(name, {base64: resizedImage}, "image/jpeg");
// ^^
Test case
var canvas = document.querySelector("canvas"), out = document.querySelector("div");
out.innerHTML = canvas.toDataURL("image/jpg") + "<br><br>"; // PNG
out.innerHTML += canvas.toDataURL("image/jpeg"); // JPEG
<canvas width=1 height=1></canvas><div></div>

Img url to dataurl using JavaScript

Using JavaScript, I want to convert an img tag like this:
<img width="11" height="14" src="http://mysite/file.gif" alt="File Icon">
Into one with a dataurl like this:
<img width="11" height="14" src="data:image/gif;base64,R0lGODlhCwAOAMQfAP////7+/vj4+Hh4eHd3d/v7+/Dw8HV1dfLy8ubm5vX19e3t7fr6+nl5edra2nZ2dnx8fMHBwYODg/b29np6eujo6JGRkeHh4eTk5LCwsN3d3dfX13Jycp2dnevr6////yH5BAEAAB8ALAAAAAALAA4AAAVq4NFw1DNAX/o9imAsBtKpxKRd1+YEWUoIiUoiEWEAApIDMLGoRCyWiKThenkwDgeGMiggDLEXQkDoThCKNLpQDgjeAsY7MHgECgx8YR8oHwNHfwADBACGh4EDA4iGAYAEBAcQIg0Dk gcEIQA7" alt="File Icon">
Is this possible?
Here's how to get the data url of an image with fetch:
(async function() {
let blob = await fetch("https://example.com/image.png").then(r => r.blob());
let dataUrl = await new Promise(resolve => {
let reader = new FileReader();
reader.onload = () => resolve(reader.result);
reader.readAsDataURL(blob);
});
// now do something with `dataUrl`
})();
First, load the image into a canvas
var canvas = document.createElement("canvas");
context = canvas.getContext('2d');
make_base();
function make_base()
{
base_image = new Image();
base_image.src = 'img/base.png';
base_image.onload = function(){
context.drawImage(base_image, 100, 100);
}
}
Make sure to update the context.drawImage(base_image, 100, 100); to values appropriate for your application.
Source: https://stackoverflow.com/a/6011402/3969707
Then convert the canvas to data.
var jpegUrl = canvas.toDataURL("image/jpeg");
var pngUrl = canvas.toDataURL(); // PNG is the default
Source: https://stackoverflow.com/a/15685877/3969707
I'd solve this problem with a temporary canvas element with the same size of the image loaded:
function imageToUri(url, callback) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
var base_image = new Image();
base_image.src = url;
base_image.onload = function() {
canvas.width = base_image.width;
canvas.height = base_image.height;
ctx.drawImage(base_image, 0, 0);
callback(canvas.toDataURL('image/png'));
canvas.remove();
}
}
imageToUri('./assets/some_image.png', function(uri) {
console.log(uri);
});
This really isn't something you may want to do in JavaScript as it requires the image be parsed in JavaScript which is very slow. You would be loading the image and then putting the output of the function into the img tag, which doesn't save bandwidth, decrease complexity, or improve security.
Your best bet is to do this server-side. I've used this to great success in the past for generating pages which need to have absolutely no linked/referenced external resources. You can, for jsPDF, then use raw JavaScript or jQuery to get the data of an image to pass into the PDF creation process.
This will work everywhere and not rely on resorting to canvas which doesn't have full mobile browser support.

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