javascript: function showResults() { for (var e = 0; e < shots.length; e++) { document.write('<img src="' + shots[e] + '"/>\n') } } var myCanvas = prompt("ID of the canvas you want to capture?"); var myGrabLimit = prompt("How many frames do you want to capture?"); var myGrabRate = prompt("Capture frequency in miliseconds"); var canvas = document.getElementById(myCanvas); var shots = []; var grabLimit = myGrabLimit; var grabRate = myGrabRate; var count = 0; var grabber = setInterval(function () { count++; if (count > grabLimit) { clearInterval(grabber); showResults() } var e = canvas.toDataURL("image/png"); shots.push(e) }, grabRate);