I'm using canvas for a game. I have a Sprite object which draws itself to the canvas, in the Sprite class I create the Image member along with it's src attribute when i create the object.  Here's the code that's not working:  Sprite.p...
I am working on a school project (only couple months of JS knowledge), and i stumbled upon this problem with drawing sprites on my canvas. To draw i use these bits of code.  treeImage = new Image(); treeImage.src = "sprites/treeSprites.png";...
I have an image on Canvas.  After rendering an image, I rotate the canvas to 90 degrees clockwise and then have to scale to fit the canvas.   Scaling an image to fit on canvas Resize image and rotate canvas 90 degrees  there is so many solutions avai...
Here's the code:  window.onload = function() {     var c = document.getElementById("myCanvas");     var ctx = c.getContext("2d");     var img = document.getElementById("scream");     ctx.drawImage(img, 0, 0, img.height, im...
I have an issue I'm having a hard time believing... It seems that when I draw to a dynamically created canvas in Firefox it wont render the first time that source is run... It seems to happen the first time the JavaScript in question is run eithe...
I am experimenting with animation in <canvas> and can't work out how to draw an image at an angle. The desired effect is a few images drawn as usual, with one image rotating slowly. (This image is not at the centre of the screen, if that ma...
I'm working on a simple JavaScript game using HTML5 canvas. It's a very typical game-loop setup involving:   init() function that initializes objects to be used the playfield, randomizing some start x/y positions and similar setup tasks draw(...
I basically want to transform my SVG into a PNG image. So I turn the SVG into an SVG image and try to draw that on a canvas to be able to get it as a PNG via the toDataURL() method. This works fine in Chrome, but in Firefox it produces a very uninfor...
I am trying to draw png image into the canvas, but the quality is really poor. I am doing that using the drawImage method:  src = folder+self.cur+".png"; imageObj.src = src; imageObj.onload = function() {     context.clearRect(0, 0, cv, ch),...
It's possible to send a CanvasPixelArray obtained via getImageData to a worker script, and let the worker script manipulate the pixels in its background thread, and eventually post the manipulated pixel array back.  However, I'm using native...

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