Johan Kohlin
Lecturer at School of engineering, Jönköping University.
Images, Audio and Keyboard control
slid.es/jkohlin/js-10/live
1. The image object can be in your HTML
<body>
<img src="birds.png" id="bird-pic" width="34" height="72">
</body>
2. Or you can create one in JS
var img = new Image();
img.src = "birds.png";
var img = document.getElementById("bird-pic");
The simple way:
var img = new Image();
img.src = "birds.png";
ctx.drawImage(img, 0,0);
//(imageSource, startX, startY)
The advanced way:
var img = new Image();
img.src = "birds.png";
//ctx.drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh)
ctx.drawImage( img, 50, 70, 300, 300, 100, 300, 400, 400)
var canvas = document.getElementById("stage")
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "birds.png";
ctx.drawImage(
img,
/*crop tool insert point:*/ 0, 0,
/*crop box width & height:*/40, 40,
/*placement on canvas:*/ 160, 160,
/*size on canvas:*/ 40, 40);
/*
The advantage of loading a
sprite sheet is that you
only need to make one request
which speeds up the page load
and animations.
*/
var canvas = document.getElementById("stage")
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "birds.png";
ctx.drawImage(
img,
/*crop tool insert point:*/ 0, 40,
/*crop box width & height:*/40, 40,
/*placement on canvas:*/ 160, 160,
/*size on canvas:*/ 40, 40);
/*
The advantage of loading a
sprite sheet is that you
only need to make one request
which speeds up the page load
and animations.
*/
var canvas = document.getElementById("stage")
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "birds.png";
ctx.drawImage(
img,
/*crop tool insert point:*/ 0, 80,
/*crop box width & height:*/40, 40,
/*placement on canvas:*/ 160, 160,
/*size on canvas:*/ 40, 40);
/*
The advantage of loading a
sprite sheet is that you
only need to make one request
which speeds up the page load
and animations.
*/
make the bird fly!
var canvas = document.createElement('canvas');
body.appendChild('canvas');
var ctx = canvas.getContext('2d');
var frames = [0, 40 ,80, 40];
var index = 0;
var img = new Image()
img.src = "https://kohlin.net/sparrow.gif"
function fly(){
ctx.clearRect(160,160, 40, 40)
ctx.drawImage(
img,
/*crop tool insert point:*/ 0, frames[index++],
/*crop box width & height:*/40, 40,
/*placement on canvas:*/ 60, 60,
/*size on canvas:*/ 40, 40);
if (index > 3) index = 0;
setTimeout(fly, 500);
/* requestAnimationFrame
calls the function
every 17 ms, which
is a bit too fast
*/
}
Text
fillStyle = color
strokeStyle = color
font = "[font style] [font weight] [font size] [font face]"
textAlign = [left] [center] [right]
textBaseline = [top] [hanging] [middle] [alphabetic] [ideographic] [bottom]
fillText(message, x, y, maxwidth) -maxwidth is optional
strokeText(message, x, y, maxwidth)
measureText(message).width -returns the total width of the message
The HTML <audio> element
<audio src="music.mp3" id="sound" controls autoplay>
No sound for you <br>
Get new browser!
</audio>
<audio src="music.mp3" id="sound" controls autoplay>
No sound for you <br>
Get new browser!
</audio>
Finding it with JavaScript
<audio src="music.mp3" id="sound" controls autoplay>
No sound for you <br>
Get new browser!
</audio>
var sound = document.getElementById("sound");
// methods
sound.play();
sound.pause();
// properties can be read or written
sound.volume = 0.4;
sound.controls = true;
sound.loop = true;
What key was pressed?
document.addEventListener("keydown", function(eventObj){
console.log(eventObj.key);
});
Event | Description |
---|---|
keydown | When any key on the keyboard is pressed |
keyup | When any key on the keyboard is released |
keypress | Ignores Shift, Ctrl, Alt, Tab, Cmd, Win, Arrow keys |
window.addEventListener("deviceorientation", handleOrientation, true);
function handleOrientation(event) {
var alpha = event.alpha; // 0 to 360
var beta = event.beta; // -180 to 180
var gamma = event.gamma; // -90 to 90
// Do stuff with the new orientation data
}
By Johan Kohlin