I am making a game called "shades" and I want to learn how to put Javascript files in android studio. If someone could give me a detailed guide with examples that'd be great. I am copying and pasting a game that I have made and I am confused about which files I would find my images. Please help me find out where to drag my images into.
My screen right now
just to be specific, this is how I make an image in Javascript.
var image = new Image();
image.src = "image.png";
Where in my files (found on the left side of the screen in "My screen right now") do I drag my images into?
Related
i need help with coding for an interactive element for a website i was building and im stuck on this for so long. i basically have the site on editorX and i need to make an interactive landing page/element which i have as an AI file which i can export into svg,the image is :-
enter image description here
I want the first code/effect on this image/idea from the link attached below
https://speckyboy.com/repelling-effect-in-web-design/
I'm wondering if anyone knows of some html code that would allow a user to upload an image and it would generate a bunch of colours from that image, Kinda like this does here http://www.cssdrive.com/imagepalette/
We could do with automating this onto our site rather than a third party site.
Anyone know of anything that exists like this? Or am i asking for the world?
Cheers,
Have you seen this project on Github?
Color Thief
It's a javascript solution. (It depends on two additional libraries: jquery and quantize.js).
var colorThief = new ColorThief();
colorThief.getPalette(sourceImage, 8);
getPalette(sourceImage[, colorCount, quality])
Please see my project:
http://webgl.unilimes.com/project/3dhouse/
On desktop, images are uploaded fine using the camera button:
However, unfortunately, on IOS this is not the case:
the image is cropped, there's lots of weird lines across it and it in no way represents the background image uploaded. Furthermore, the desktop app successfully reads the images EXIF data and moves the model accordingly, whilst IOS does not
here are two example images
Picture of the scene.
Picture for location
Any pointers as to what is going wrong would be greatly appreciated. I've seen background imagery uploaded with three.js on IOS before, so im hoping there is a solution, as for the exif reader I don't know. Thanks
I am simply trying to add a sprite to my scene normally. I am using this image: i.imgur.com/kMT4mOH.png
var map = THREE.ImageUtils.loadTexture('i.imgur.com/kMT4mOH.png');
var mat = new THREE.SpriteMaterial({map:map, color: 0xff5200, fog: true, blending: THREE.AdditiveBlending});
var glow = new THREE.Sprite(mat);
scene.add(glow);
However when I add color to the sprite, the entire image turns the color instead of just the white space.
Here is a jsfiddle: http://jsfiddle.net/VsWb9/2331/
Im not entirely sure what Im doing wrong and any help would be appreciated.
The image is not loading because the url to the image is i.imgur.com/kMT4mOH.png. So the page is searching for the file on locally. ie. http://fiddle.jshell.net/VsWb9/2331/show/i.imgur.com/kMT4mOH.png.
To get the file from its external location you would use http://i.imgur.com/kMT4mOH.png, but you then get the problem of cross domain restrictions on webgl textures, so this will also not work also.
I don't see any problem with your code so if you run it from a server where the texture image and the image file are both on the same server, it should work.
Read more about cross domain webgl images at: http://blog.chromium.org/2011/07/using-cross-domain-images-in-webgl-and.html
There seems there may be a work around if you really need it to work in a jsfiddle, it is outlined on this other stackoverflow question: cross-domain image for three.js (canvas/webGL), proxy?
I am using HTML5 and javascript in a project. I am loading image from a Url(seleted by user) and then i am moving that image inside canvas. On moving i am redrawing the whole image. But on moving image is flickering. So i want to copy that file from URL to my working directory. So that flickering of image on moving would get stop.
Is there any other way to do this? if not then how can i copy that image file in my working follder(i.e. destination path).
Thanks a lot in advance.
This article will give you some good pointers to optimizing your canvas code. Make sure you take a good look at the section titled: Pre-render to an off-screen canvas.
You probably are facing crossdomain limitations when using images in canvas.
The image and the html document must reside on the same server/domain
otherwise you have to base64 encode the image as the image source.