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Infinity8378

Why won't pixel manipulation work in this Javascript

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var canvas = document.getElementById('canvas');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var ctx = canvas.getContext('2d');
var k = 0;
for (var h = 0; h < 8; h++) {
	for (var i = 0; i < 5; i++) {
		for (var j = 0; j < 6; j++) {
			ctx.fillStyle = 'rgb(' + Math.floor(255 - 63 * i) + ',' +
				Math.floor(255 - 51 * j) + ',' +
				Math.floor(255 - 17 * h) + ')';
			ctx.fillRect(k, 0, 1, 360);
			k++;
		}
	}
}
var imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
var buf = new ArrayBuffer(imageData.data.length);
var buf8 = new Uint8ClampedArray(buf);
var data = new Uint32Array(buf);
var RELUM = [
	['1', '2', '3', '3', '3', '4', '4', '5', '1', '2', '3', ...],
	['1', '2', '3', '3', '3', '4', '4', '4', '1', '2', '2', ...],
	['1', '2', '2', '3', '3', '4', '4', '4', '1', '2', '2', ...],
	['1', '2', '2', '3', '3', '3', '4', '4', '1', '2', '2', ...],
	['1', '2', '2', '2', '3', '3', '3', '3', '1', '1', '2', ...],
	['1', '1', '2', '2', '2', '2', '3', '3', '1', '1', '2', ...],
	['0', '1', '1', '1', '2', '2', '2', '2', '0', '1', '1', ...],
	['0', '0', '0', '1', '1', '1', '1', '1', '0', '0', '0', ...],
	['1', '2', '3', '3', '3', '4', '4', '5', '1', '2', '3', ...],
	['1', '2', '3', '3', '3', '4', '4', '4', '1', '2', '3', ...],
	['1', '2', '2', '3', '3', '4', '4', '4', '1', '2', '2', ...],
	[?],
];



var fps = 30;
var now;
var then = Date.now();
var interval = 1000 / fps;
var delta;
var myMap = {};
var screen = new Array(172800);

for (var z = -240; z < 240; z++) {
	for (var q = -180; q < 180; q++) {
		if (q < 0) {
			screen[(z + 240) * (q + 180)] = (9 - Math.Round(z * q / 5400 * -1)) * 16 + Math.Round(z * q / 2700 * -1)
		} else {
			screen[(z + 240) * (q + 180)] = (9 - Math.Round(z * q / 5400)) * 16 + Math.Round(z * q / 2700)
		}
	}
}
for (var e = 0; e < 216; e++) {
	insert(e.toString(16), e, e)
}

function draw() {

	requestAnimationFrame(draw);

	now = Date.now();
	delta = now - then;

	if (delta > interval) {

		then = now - (delta % interval);
		for (var j = 1; j < canvasHeight + 1; ++j) {
			for (var sl = 0; sl < canvasWidth; ++sl) {
				var i = sl * j + j;
				var foo = (sl + 240)
				var hold = 2 * i + 1
				var holdb = sl % 480 * j + j
				var mm = imageData.slice(hold, hold)
				var nn = screen.slice(holdb, holdb)
				var m = (2 << 6 | imageData.data[2 * i]);
				value = get(m.toString(16));
				switch (Math.ceil((sl + 1) / 240)) {
					case 3:
						foo = sl % 480;
						break;
				}
				foo = foo * j + foo;
				var r = imageData.data[4 * value];
				var g = imageData.data[4 * value + 1];
				var b = imageData.data[4 * value + 2];
				var a = imageData.data[4 * value + 3];
				//Little eddian

				data[foo] = (a << 24) |
					(b << 16) |
					(g << 8) |
					r;
			}
		}
		imageData.data.set(buf8);

		ctx.putImageData(imageData, 0, 0);
		imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight);
	}
}

draw();

function insert(k1, k2, v) {
	if (!(k1 in myMap)) { myMap[k1] = {}; }
	myMap[k1][k2] = v;
}

function get(k1, k2) {
	return myMap[k1] && myMap[k1][k2];
}
Moderator edit:
Full paste here Edited by fastcall22
Code tags, pls

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