pixelImage
by SQShu
HTML
<!DOCTYPE html>
<html>
<body>
<!-- The Canvas tag sets up a screen in the browser that we can draw to. -->
<canvas></canvas>
<script type="text/javascript">
// This is where we are going to store the mouse information
var mouseX = 0;
var mouseY = 0;
// This gets a reference to the canvas in the browser
var canvas = document.querySelector("canvas");
// All your drawing will be done in this canvas
// This creates a 2d drawing 'context' in your canvas
var context = canvas.getContext("2d");
//This tells the browser to get the mouse information from the function we've called getMouse
canvas.addEventListener('mousemove', getMouse, false);
// This sets the width and height to the document window
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Be aware that when you resize the window, you will need to call (do) this again
//Create a new object called imageData that we can use to create some Image data
var imageData = context.createImageData(canvas.width, canvas.height);
function draw() {
var position = 0;
// draw the image where the mouse is
// iterate through every pixel
// Decide what colour each pixel should be based on an expression
for (var y = 0; y < imageData.height; y++) {
for (var x = 0; x < imageData.width; x++) {
var x1 = x ;//- mouseX;
var y1 = y ;//- mouseY;
// This is the basic expression
// You should have some ideas about different ones maybe
var t = Math.sin(Math.sqrt(x1 * x1 + y1 * y1) * 0.0125 );
// scale and get the absolute value
var c = Math.abs(t * 255);
// set red, green, blue, and alpha:
// It's black and white so all...