JSFiddle - React, Tailwind, and code Playground
by Artur Vardanyan
JavaScript
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
pixelArt: true,
backgroundColor: '#ff0000',
scene: {
preload: preload,
create: create
}
};
HTMLCanvasElement.prototype.getContext = function(origFn) {
return function(type, attributes) {
if (type === 'webgl') {
attributes = Object.assign({}, attributes, {
preserveDrawingBuffer: true,
});
}
return origFn.call(this, type, attributes);
};
}(HTMLCanvasElement.prototype.getContext);
var game = new Phaser.Game(config);
game.preserveDrawingBuffer = true;
console.log(game.preserveDrawingBuffer )
function preload ()
{
this.load.atlas('gems', 'assets/tests/columns/gems.png', 'assets/tests/columns/gems.json');
}
function create ()
{
this.anims.create({ key: 'everything', frames: this.anims.generateFrameNames('gems'), repeat: -1 });
this.add.sprite(400, 300, 'gems').setScale(4).play('everything');
}
var data = [];
const int = setInterval(() => {
if (data.length === 8) {
draw()
clearInterval(int);
}
var canvassss = document.querySelector('canvas');
let base64 = canvassss.toDataURL();
data.push(base64);
}, 200);
function draw() {
var canvas = document.createElement('canvas');
canvas.id = "CursorLayer";
canvas.width = 800;
canvas.height = 600;
canvas.style.zIndex = 8;
canvas.style.position = "absolute";
canvas.style.border = "1px solid";
var body = document.getElementsByTagName("body")[0];
body.appendChild(canvas);
const ctx = canvas.getContext('2d');
const images =[];
console.log(data)
data.forEach((base64) => {
var image = new Image();
image.src = base64;
image.onload = function() {
images.push(image)
if (images.length === data.length -1) {
dddraw(images, ctx)
}
}
})
function...