DrawOnceTexture - Draw a Texture in JS via CanvasContext

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DrawOnceTexture - Draw a Texture in JS via CanvasContext

Postby DrDynamic » Wed Apr 12, 2017 2:33 pm

Hi everyone,

I'm new to IsogenicEngine and wanted to create Textures in my JavaScript Source.
Especially in the early builds, it's nice to quickly draw a texture in JS to Test implementations etc...
You could possibly use a SmartTexture instead but I wanted to use it for a backgroundPattern and found, that this wont work with a SmartTexture.

To realize this, I have extended the IgeTexture Class and modified the image loading logic.

Important:
    - This Texture Class does not call ige.textureLoadStart() and ige.textureLoadEnd() => so if you only have DrawOnceTexture Classes the 'texturesLoaded' event won't fire!
    - Make sure to adjust the canvas size before you draw onto the context.

Here is a little snipped to show how to use the DrawOnceTexture class:
Code: Select all
var myTexture = new DrawOnceTexture()
            .id('my_fancy_block')
            .create(function(canvas, ctx)
            {
                canvas.height = 50;
                canvas.width = 50;

                ctx.fillStyle = '#6c6c6c';
                ctx.fillRect(0, 0, 50, 50);

            });


Let me know what you think about it :)

btw. Sorry for the bad english (i'm no native speaker)
Attachments
DrawOnceTexture.zip
(2 KiB) Downloaded 14 times
DrDynamic
 
Posts: 3
Joined: Tue Apr 11, 2017 12:39 pm

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