Flip a sprite in canvas - javascript

I'm using canvas to display some sprites, and I need to flip one horizontally (so it faces left or right). I can't see any method to do that with drawImage, however.
Here's my relevant code:
this.idleSprite = new Image();
this.idleSprite.src = "/game/images/idleSprite.png";
this.idleSprite.frameWidth = 28;
this.idleSprite.frameHeight = 40;
this.idleSprite.frames = 12;
this.idleSprite.frameCount = 0;
this.draw = function() {
if(this.state == "idle") {
c.drawImage(this.idleSprite, this.idleSprite.frameWidth * this.idleSprite.frameCount, 0, this.idleSprite.frameWidth, this.idleSprite.frameHeight, this.xpos, this.ypos, this.idleSprite.frameWidth, this.idleSprite.frameHeight);
if(this.idleSprite.frameCount < this.idleSprite.frames - 1) { this.idleSprite.frameCount++; } else { this.idleSprite.frameCount = 0; }
} else if(this.state == "running") {
c.drawImage(this.runningSprite, this.runningSprite.frameWidth * this.runningSprite.frameCount, 0, this.runningSprite.frameWidth, this.runningSprite.frameHeight, this.xpos, this.ypos, this.runningSprite.frameWidth, this.runningSprite.frameHeight);
if(this.runningSprite.frameCount < this.runningSprite.frames - 1) { this.runningSprite.frameCount++; } else { this.runningSprite.frameCount = 0; }
}
}
As you can see, I'm using the drawImage method to draw my sprites to the canvas. The only way to flip a sprite that I can see is to flip/rotate the entire canvas, which isn't what I want to do.
Is there a way to do that? Or will I need to make a new sprite facing the other way and use that?

While Gaurav has shown the technical way to flip a sprite in canvas...
Do not do this for your game.
Instead make a second image (or make your current image larger) that is a flipped version of the spite-sheet. The performance difference between "flipping the context and drawing an image" vs "just drawing an image" can be massive. In Opera and Safari flipping the canvas results in drawing that is ten times slower, and in Chrome it is twice as slow. See this jsPerf for an example.
Pre-computing your flipped sprites will always be faster, and in games canvas performance really matters.

You can transform the canvas drawing context without flipping the entire canvas.
c.save();
c.scale(-1, 1);
will mirror the context. Draw your image, then
c.restore();
and you can draw normally again. For more information, see https://developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Transformations

Use this to flip your sprite sheet
http://flipapicture.com/

Related

Rotating and drawing on a p5.js canvas

I am trying to draw on a rotating p5.js canvas, where the canvas element is being rotated via its transform CSS attribute. The user should be able to draw points on the canvas with the cursor, even while the canvas element is actively rotating.
The below code is what I have tried so far. However, it is currently not working, because the points are not correctly showing up where the mouse is hovering over the rotating canvas. I'm currently testing this out on the p5.js editor.
let canvas
function setup() {
canvas = createCanvas(400, 400)
background('#fb88f3')
strokeWeight(10)
}
function draw() {
canvas.style(`transform: rotate(${frameCount}deg)`)
translate(200, 200)
rotate(-radians(frameCount))
point(mouseX-200, mouseY-200)
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.min.js"></script>
I've found this related StackOverflow post where they drew on a rotating canvas as a p5.Graphics element. However, for my purposes, I'd like to rotate the actual element instead, as part of a simple p5.js painting application I am working on.
I've been stuck on this for a while and would appreciate any help! Thanks in advance!
This seems to be a bug in p5.js.
The mouse coordinate seems to depend on the size of the bounding box of the canvas. The bounding box depends on the rotation. Therefor you need to scale the offset for the calculation of the center of the canvas.
Unfortunately, that's not all. All of this does not depend on the current angle, but on the angle that was set when the mouse was last moved. Hence the scale needs to be computed in the mouseMoved callback:
let scale;
function mouseMoved() {
let angle_rad = radians(frameCount)
scale = abs(sin(angle_rad)) + abs(cos(angle_rad))
}
let center_offset = 200 * scale;
point(mouseX-center_offset, mouseY-center_offset)
let canvas, scale
function setup() {
canvas = createCanvas(400, 400)
background('#fb88f3')
strokeWeight(10)
}
function draw() {
let angle = frameCount;
let angle_rad = radians(angle)
let center_offset = 200 * scale
canvas.style(`transform: rotate(${angle}deg)`)
translate(200, 200)
rotate(-angle_rad)
point(mouseX-center_offset, mouseY-center_offset)
}
function mouseMoved() {
let angle_rad = radians(frameCount)
scale = abs(sin(angle_rad)) + abs(cos(angle_rad))
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.min.js"></script>

How to make the effect of moving the image in the window canvas?

For example I have a limited canvas, smaller width/height than the uploaded image in it.
Guys how to make the effect of moving the image in the canvas window? In other words, the canvas window does not change, and the picture we "run". thanks
Animation basic movement
Like all animation to make something appear as if it moves is to draw a sequence of still images (a frame), each image slightly different. If the rate of frames are high enough (over about 20 per second) the human eye and mind see the sequence of still images as a continuous movement. From the first movies to today's high end games this is how animation is done.
So for the canvas the process of drawing a frame is simple. Create a function that clears the canvas, draws what you need, exit the function so that the browser can move the completed frame to the display. (Note that while in the function anything draw on the canvas is not seen on the display, you must exit the function to see what is drawn)
To animate you must do the above at at least more than 20 times a seconds. For the best results you should do it at the same rate as the display hardware shows frames. For the browser that is always 60 frames per second (fps).
Animation in the browser
To help sync with the display you use the function requestAnimationFrame(myDrawFunction) it tells the browser that you are animating, and that the results of the rendering should be displayed only when the display hardware is ready to show a new complete frame, not when the draw function has exited (which may be halfway through a hardware frame).
Animation Object
So as a simple example let's create a animation object.
const imageSrc = "https://i.stack.imgur.com/C7qq2.png?s=328&g=1";
const myImage = {
posX: 0, // current position of object
posY: 0,
speed: 3, // speed in pixels per frame (1/60th second)
direction: 0, // direction of movement in radians 0 is at 3oclock
image: (() => { // create and load an image (Image will take time to load
// and may not be ready until after the code has run.
const image = new Image;
image.src = imageSrc;
})(),
Draw function
Then a draw function that draws the object on the canvas
draw(ctx) {
ctx.drawImage(this.image, this.posX, this.posY);
},
Update function
As we are animating we need to move the object once per frame, to do this we create a update function.
update() {
this.posX += (mx = Math.cos(this.direction)) * this.speed;
this.posY += (my = Math.sin(this.direction)) * this.speed;
}
} // end of object
Many times a second
To do the animation we create a main loop that is call for every hardware display frame via requestAnimationFrame.
function mainLoop() {
// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// update the obj
myImage.update();
// draw the object
myImage.draw(ctx);
// request the next frame
requestAnimationFrame(mainLoop);
// note all of the above code is not seen by the use until the
// next hardwares display frame. If you used setTimeout or setInterval
// then it would be displayed when this function exits (which may be
// halfway through a frame resulting in the animation being cut in two)
}
// request the first frame
requestAnimationFrame(mainLoop);
Some extras
And that is the most basic animation. of course you need to get the canvas context and wait for the image to load. Also because the image moves of the canvas you would need to check when it does and either stop the animation.
Eg to stop animation is image is off screen
if(myImage.posX < canvas.width){ // only render while image is on the canvas
requestAnimationFrame(mainLoop);
} else {
console.log("Animation has ended");
}
Now to put it together as a demo.
The demo
The demo has some extra smarts to make the image wrap around, ensure that the image has loaded before starting and make it start off screen, but is basicly the same as outlined above.
// get the 2D context from the canvas id
const ctx = canvas.getContext("2d");
// setup the font and text rendering
ctx.font = "32px arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
// create the image object and load the image
const imageSrc = "https://i.stack.imgur.com/C7qq2.png?s=328&g=1";
const myImage = {
posX: 0, // current position of object
posY: 0,
speed: 3, // speed in pixels per frame (1/60th second)
direction: 0, // direction of movement in radians 0 is at 3oclock
image: (() => { // create and load an image (Image will take time to load
// and may not be ready until after the code has run.
const image = new Image;
image.src = imageSrc;
// to start move the image of the display
image.onload = function(){
const imageDiagonalSize = Math.sqrt(
image.width * image.width + image.height * image.height
)
myImage.posX = (canvas.width / 2) - imageDiagonalSize - Math.cos(myImage.direction) * imageDiagonalSize;
myImage.posX = (canvas.height / 2) - imageDiagonalSize - Math.sin(myImage.direction) * imageDiagonalSize;
}
return image;
})(),
draw(ctx) {
ctx.drawImage(this.image, this.posX, this.posY);
},
update() {
var mx,my; // get movement x and y
this.posX += (mx = Math.cos(this.direction)) * this.speed;
this.posY += (my = Math.sin(this.direction)) * this.speed;
// if the image moves of the screen move it to the other side
if(mx > 0) { // if moving right
if(this.posX > canvas.width){
this.posX = 0-this.image.width;
}
}else if(mx < 0) { // if moving left
if(this.posX + this.image.width < 0){
this.posX = canvas.width;
}
}
if(my > 0) { // if moving down
if(this.posY > canvas.height){
this.posY = 0-this.image.height;
}
}else if(my < 0) { // if moving up
if(this.posY + this.image.height < 0){
this.posY = canvas.height;
}
}
}
}
function mainLoop() {
// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
if(myImage.image.complete) { // wait for image to load
myImage.update();
myImage.draw(ctx);
}else{ // some feedback to say the image is loading
ctx.fillText("Loading image..",canvas.width / 2, canvas.height / 2);
}
// request the next frame
requestAnimationFrame(mainLoop);
}
// request the first frame
requestAnimationFrame(mainLoop);
canvas {
border: 2px solid black;
}
<!-- id's must be unique to the page -->
<canvas id="canvas"></canvas>
Please note that the above code uses ES6 and will need a code pre processor like Babel to run on legacy browsers.
Check out this answer: https://stackoverflow.com/a/30739547/3200577
Basically, the way that html canvas works is very different from how html elements are rendered and painted. Whereas you can select and move an html element on the page, you cannot select and move something that you have added to a canvas because all you can do on a canvas is add and clear pixels. So, when you add an image to a canvas, you are adding the pixels of the image to the canvas. If you were to add the image again but a little to the left, then it would look like you've added two images, where the second one overlaps the first, which is not what you want.
So, to animate the motion of an image on the canvas, you need to:
choose an x and y as the position of the image on the canvas
draw the image on the canvas at x and y
increment the values of x and y to the new position that you want
clear the canvas
redraw the image at the new x and y
A more abstract description of this flow: basically, you need to create, store, and manage your own model of what your canvas looks like; when you want to add, remove of change things that you've painted on the canvas, you actually aren't going to be adding, removing, or changing anything directly on the canvas. You would add, remove and change things in your own model, clear the canvas, and then redraw the canvas on the basis of your model.
For instance, your model might be a JS object such as
myModel = {
images: [
{ url: "my/picture.png", position: [123,556] },
{ url: "another/picture.jpg", position: [95,111] }
]
}
and you would write functions for 1) incrementing the values of the positions of the images in the model, 2) clearing the canvas, and 3) drawing your model onto the canvas. Then, you would create a loop (using requestAnimationFrame or setInterval) that would repeatedly execute those three functions.
For large or complex projects, I strongly recommend using a canvas library such as paperjs, which implements that flow for you (so that you don't have to think about creating a model and clearing and redrawing the canvas). It provides high-level functionality such as animation right out of the box.

How do I get the MIME type of an image/blob in javascript?

I'm working on a Chrome Extension in which I resize images (actually resize; not changing the browser display) that users right click on. When they right click on the image, I get access to the image's 'src'.
I can resize the images that aren't gifs fine; I'm using canvases to do this. You can see me do this here https://jsfiddle.net/cyqvacc6/6/.
img_url = 'https://i.imgur.com/SHo6Fub.jpg';
function get_image(image_url, emoji_name) {
var img_el = document.createElement('img');
img_el.onload = function () {
canvas = img_to_canvas(img_el);
emoji_sized_canvas = emoji_sized(canvas);
document.body.appendChild(emoji_sized_canvas);
};
img_el.src = image_url;
}
function img_to_canvas(img) {
canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
canvas_ctx = canvas.getContext('2d');
canvas_ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
return canvas;
}
function emoji_sized(canvas) {
var target_dim = emoji_dimensions(canvas.width, canvas.height);
var factor = 2;
var canvas_long_side = Math.max(canvas.width, canvas.height);
var target_long_side = Math.max(target_dim.width, target_dim.height);
new_canvas = document.createElement('canvas');
new_canvas_ctx = new_canvas.getContext('2d');
if ((target_long_side === canvas_long_side)) {
// Return the image.
return canvas;
} else if (target_long_side > canvas_long_side * factor) {
// Increase the size of the image and then resize the result.
new_canvas.width = canvas.width * factor;
new_canvas.height = canvas.height * factor;
new_canvas_ctx.drawImage(canvas, 0, 0, new_canvas.width, new_canvas.height);
return emoji_sized(new_canvas);
} else if (canvas_long_side > target_long_side * factor) {
// Half the size of the image and then resize the result.
var width = new_canvas.width = canvas.width / factor;
var height = new_canvas.height = canvas.height / factor;
new_canvas_ctx.drawImage(canvas, 0, 0, new_canvas.width, new_canvas.height);
return emoji_sized(new_canvas);
} else {
// Resize the image in one shot
new_canvas.width = target_dim.width;
new_canvas.height = target_dim.height;
new_canvas_ctx.drawImage(canvas, 0, 0, new_canvas.width, new_canvas.height);
return new_canvas;
}
}
function emoji_dimensions(width, height) {
const MAX_SIDE_LENGTH = 128;
// Get the larger side
long_side = Math.max(height, width);
// Determine the scale ratio
// If the image is between 95% to 100% of the target
// emoji size, don't adjust it's size.
var scale;
if ((long_side >= 0.95 * MAX_SIDE_LENGTH) && (long_side <= MAX_SIDE_LENGTH))
{
scale = 1;
} else {
scale = MAX_SIDE_LENGTH / long_side;
}
return {
'height': height * scale,
'width': width * scale
};
}
Unfortunately, I'm not seeing an easy way to resize gifs using canvases. When I try the same approach on gifs, the 'resized' image is no longer a gif; it's just the first frame of the gif resized.
I think I'm going to end up sending gifs to a server to resize them, but still, in order to do this, I need to know whether the image I'm working on is animated or not, which I don't know how to do.
So, how do I determine if an image is a gif? Also, is it possible to resize these gifs from the client, i.e. javascript?
For reference, I need to reduce the gifs in terms of byte size and pixel, i.e. the gif needs to be both below 128px in both height and width and less than 64k in total byte size.
Since your question actually contains multiple questions, it's quite hard to answer it, so I'll currently don't include code in here.
First, Canvas API can only draw the first frame of any animated image passed through an <img> element. According to specs.
Specifically, when a CanvasImageSource object represents an animated image in an HTMLOrSVGImageElement, the user agent must use the default image of the animation (the one that the format defines is to be used when animation is not supported or is disabled), or, if there is no such image, the first frame of the animation, when rendering the image for CanvasRenderingContext2D APIs.
So you won't natively be able to render all your gif's frames on the canvas.
For this, you'll have to parse the file and extract every frames of your file.
Here are is an untested library that do propose this functionality :
libgif-js.
If you don't like libraries, you could also write a script yourself.
edit: I tried this lib and it's awfull... don't use it, maybe you could fork it, but it's really not meant to do image processing
Once you've got the frames, you can resize these with canvas, and then reencode them all in a final gif file. Untested either gif.js seems to be able to do that.
Tested too, little bit less awfull but it doesn't like transparency and it needs to have the js files hosted, so no online demo... Would also probably need a fork...
And finally, to answer the title question, "How to check the MIME type of a file", check this Q/A.
Basically, the steps are to extract the 4 first bits of your file and checking it against magic-numbers. 'image/gif' magic-numbers are 47 49 46 38.

Why wont my sprite appear on top of my background?

I have been practicing using sprites for a game I am going to make and have watched and read a few tutorials, I thought I was close to getting my sprite to appear so I could finally start my game but while practicing I cant get it to work, I have dont 2 seperate tutorials where I can get the sprite and the background to appear by themselfs but cannot get them to work together, I have been using EaselJS too. some of the sprite animation code has been copied from tutorials too.
<!DOCTYPE HTML>
<html>
<head>
<meta charset="UTF-8">
<title>sprite prac<title>
<!-- EaselJS library -->
<script src="lib/easel.js"></script>
<script>
// Initialize on start up so game runs smoothly
function init() {
canvas = document.getElementById("canvas");
stage = new Stage(canvas);
bg = new Image();
bg.src = "img/grassbg.jpg";
bg.onload = setBG;
stage.addChild(background);
imgMonsterARun = new Image();
imgMonsterARun.onload = handleImageLoad;
imgMonsterARun.onerror = handleImageError;
imgMonsterARun.src = "img/MonsterARun.png";
stage.update();
}
function handleImageLoad(e) {
startGame();
}
// Simple function for setting up the background
function setBG(event){
var bgrnd = new Bitmap(bg);
stage.addChild(bgrnd);
stage.update();
}
function startGame() {
// create a new stage and point it at our canvas:
stage = new createjs.Stage(canvas);
// grab canvas width and height for later calculations:
screen_width = canvas.width;
screen_height = canvas.height;
// create spritesheet and assign the associated data.
var spriteSheet = new createjs.SpriteSheet({
// image to use
images: [imgMonsterARun],
// width, height & registration point of each sprite
frames: {width: 64, height: 64, regX: 32, regY: 32},
animations: {
walk: [0, 9, "walk"]
}
});
// create a BitmapAnimation instance to display and play back the sprite sheet:
bmpAnimation = new createjs.BitmapAnimation(spriteSheet);
// start playing the first sequence:
bmpAnimation.gotoAndPlay("walk"); //animate
// set up a shadow. Note that shadows are ridiculously expensive. You could display hundreds
// of animated rats if you disabled the shadow.
bmpAnimation.shadow = new createjs.Shadow("#454", 0, 5, 4);
bmpAnimation.name = "monster1";
bmpAnimation.direction = 90;
bmpAnimation.vX = 4;
bmpAnimation.x = 16;
bmpAnimation.y = 32;
// have each monster start at a specific frame
bmpAnimation.currentFrame = 0;
stage.addChild(bmpAnimation);
// we want to do some work before we update the canvas,
// otherwise we could use Ticker.addListener(stage);
createjs.Ticker.addListener(window);
createjs.Ticker.useRAF = true;
createjs.Ticker.setFPS(60);
}
//called if there is an error loading the image (usually due to a 404)
function handleImageError(e) {
console.log("Error Loading Image : " + e.target.src);
}
function tick() {
// Hit testing the screen width, otherwise our sprite would disappear
if (bmpAnimation.x >= screen_width - 16) {
// We've reached the right side of our screen
// We need to walk left now to go back to our initial position
bmpAnimation.direction = -90;
}
if (bmpAnimation.x < 16) {
// We've reached the left side of our screen
// We need to walk right now
bmpAnimation.direction = 90;
}
// Moving the sprite based on the direction & the speed
if (bmpAnimation.direction == 90) {
bmpAnimation.x += bmpAnimation.vX;
}
else {
bmpAnimation.x -= bmpAnimation.vX;
}
// update the stage:
stage.update();
}
</script>
</head>
<body onload="init();">
<canvas id="canvas" width="500" height="500" style="border: thin black solid;" ></canvas>
</body>
</html>
There are a few places where you are using some really old APIs, which may or may not be supported depending on your version of EaselJS. Where did you get the easel.js script you reference?
Assuming you have a version of EaselJS that matches the APIs you are using, there are a few issues:
You add background to the stage. There is no background, so you are probably getting an error when you add it. You already add bgrnd in the setBackground method, which should be fine. If you get an error here, then this could be your main issue.
You don't need to update the stage any time you add something, just when you want the stage to "refresh". In your code, you update after setting the background, and again immediately at the end of your init(). These will fire one after the other.
Are you getting errors in your console? That would be a good place to start debugging. I would also recommend posting code if you can to show an actual demo if you continue to have issues, which will help identify what is happening.
If you have a newer version of EaselJS:
BitmapAnimation is now Sprite, and doesn't support direction. To flip Sprites, use scaleX=-1
Ticker no longer uses addListener. Instead it uses the EventDispatcher. createjs.Ticker.addEventListener("tick", tickFunction);
You can get new versions of the CreateJS libraries at http://code.createjs.com, and you can get updated examples and code on the website and GitHub.

How to avoid blink when resizing canvas

I wrote this javascript to increase canvas size by 1 pixel whenever the ball hit the border. However, the whole canvas will blink when the size is changed. Don't know what causes this problem. Is there any way to fix?
function testWalls() {
var ball;
var testBall;
for (var i =0; i <balls.length; i++) {
ball = balls[i];
if (ball.nextX+ball.radius > theCanvas.width) {
ball.velocityX = ball.velocityX*-1;
ball.nextX = theCanvas.width - ball.radius;
theCanvas.width++;
drawScreen();
} else if (ball.nextX-ball.radius < 0 ) {
ball.velocityX = ball.velocityX*-1;
ball.nextX = ball.radius;
} else if (ball.nextY+ball.radius > theCanvas.height ) {
ball.velocityY = ball.velocityY*-1;
ball.nextY = theCanvas.height - ball.radius;
theCanvas.height++;
drawScreen();
} else if(ball.nextY-ball.radius < 0) {
ball.velocityY = ball.velocityY*-1;
ball.nextY = ball.radius;
}
}
}
a demo can be found here
http://converteveryunit.com/pot/demo3.html
I haven't looked at your code, but there are a few things you can do, but I will mention two.
One is to buffer your code, so you would draw to an off-screen canvas, then put that on, but, the more important thing is not to clear the entire image, then redraw.
Clear just what is changing, and redraw that, which should fix your problem.
For more ideas on what you can do you can look at
http://www.html5rocks.com/en/tutorials/canvas/performance/
You can use buffering.
Here is a good tutorial for it:
http://www.slideshare.net/ernesto.jimenez/5-tips-for-your-html5-games
Nice application! :)
I think you might get a better user experience by making the sliders change canvas onMouseUp instead of onMouseMove.
Also, I noticed that some balls are spawning one inside another, and so they are getting stuck toguether forever. You could check collision before spawning to avoid that.

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