<!DOCTYPE = html> <html><body> <canvas id="myCanvas" width="640" height="480" style="border:1px solid #d3d3d3;"> Use different browser. </canvas> <script> var c=document.getElementById("myCanvas"); var ctx=c.getContext("2d"); // Here is the drawrandom function function drawrandom(){ this.image = new Image(); this.init = true; // Function within a function this.draw = function(x,y){ if (this.init==true){ this.init=false; this.image = ctx.createImageData(32, 32); for(var i=0;i<(32*32*4);i=i+4){ this.image.data[i] = 100; this.image.data[i+1] = 100; this.image.data[i+2] = 100; this.image.data[i+3] = 255; } } ctx.putImageData(this.image,x,y); }; }; // Here we create a instance of the function var myrandom = new drawrandom(); // From the function run the drawrandom function for(var i=0;i<100;i++){ var x=Math.floor(Math.random()*c.width)+1 var y=Math.floor(Math.random()*c.height)+1 myrandom.draw(x,y) } </script></body></html>
Monday, May 9, 2016
HTML5 - Creating image in memory and drawing it.
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