Philately is a super easy to use rendering engine for HTML5 <canvas>
. You have a renderer, some layers and that's all. Simple as that. Great for games, interactive media or just drawing some images to the canvas.
import { Layer, Engine } from 'philately';
// Layers area resolved as promises. So, don't worry about images not being ready.
const myLayer = new Layer({ imageSrc: './myAwesomeImage.png' });
const myEngine = new Engine({
target: '#my-canvas-element',
layers: [myLayer],
});
// Boom! You've got it working!
Philately is made out of two modules: Layer and Engine. They work together to create a sensible approach to working with canvas.
Layer takes an image URL (or base64) or an element (<img>
or <canvas>
) as the source to be drawn. It also gives you some display controls, like opacity and position.
Engine renders an array of Layer
instances to a target <canvas>
. It can also render continuously, offering a pre-render hook.
A basic Philately setup is as simple as:
import { Engine, Layer } from 'philately';
const myEngine = new Engine({
target: '#target',
layers: [
new Layer({ imageSrc: 'path/to/image_01.png', opacity: 0.5 }),
new Layer({ source: document.querySelector('#onscreen-image'), posX: 100 }),
new Layer({ source: '.onscreen-canvas', isActive: false }),
],
});
Don't worry about preloading images. The engine will wait for all layers' promises to resolve before the first render. The third layer is deactivated and will be skipped.
You could also create an offscreen canvas and add it to the engine:
import { Engine, Layer } from 'philately';
// Creates an empty engine right away
const myEngine = new Engine({
target: '#my-target',
autoStart: true,
});
// Creates a <canvas> element and draws a circle on it
const myCanvas = document.createElement('canvas');
const ctx = myCanvas.getContext('2d');
const radius = 50;
myCanvas.width = radius * 2;
myCanvas.height = radius * 2;
ctx.arc(radius, radius, radius, 0, 2 * Math.PI);
ctx.fill();
// Creates an animated layer from the canvas
const myLayer = new Layer({
source: myCanvas,
onStep: () => myLayer.posX++,
});
// Adds it to the engine
myEngine.addLayer(myLayer);
new Layer({
posX: 0, // X position [number]
posY: 0, // Y position [number]
opacity: 1, // Opacity [number]
isActive: true, // Is layer enabled [boolean]
onStep: ({ now, offset, width, height }, layer) => {}, // Pre-render hook [function]
// It is required that one of the following are set. `imageSrc` takes precedence over `source`
imageSrc: 'image.jpg', // Path to image source [string]
source: '.canvas-or-image', // Layer source element [string, HTMLImageElement or HTMLCanvasElement]
});
sourcePromise
: [read only] Promise that resolves as soon as the source is readysource
: [read only] Reference to the dom element of the sourcesize
: [read only] An object containing thewidth
andheight
of the layer sourceposX
: The X position of the layerposY
: The Y position of the layeropacity
: A number from 0 to 1 representing the opacity of the layerisActive
: A boolean for enabling/disabling the layeronStep
: A function that is called before the each rendering cycle. The parameters passed arerenderParams
(same as inEngine
) andlayer
(a reference to the layer itself)
toggle()
: Toggles the layer between enabled and disabled
new Engine({
target: '.target-canvas', // `Engine` target element [string or HTMLCanvasElement]
layers: [], // An array of `Layer` instances [array]
autoStart: false, // Start engine's refresh cycle as soon as layers are ready [boolean]
autoResize: true, // Bind the target canvas' width and height to the element's display size [boolean]
onStep: ({ now, offset, width, height }) => {}, // Pre-render hook [function]
});
target
: The target<canvas>
element for the engine to be rendered on. It should be a selector string or the HTMLCanvasElement dom referencelayers
: An array ofLayer
instances to be rendered. The last item in the array is rendered on topautoResize
: A boolean indicating if the target canvas' width and height to the element's display sizeisRunning
: [read only] A boolean indicating if the engine's refresh cycle is activeonStep
: A function that is called before the each rendering cycle. ArenderParams
object is passed to the function.
An object that is passed to the onStep
function. It contains the following properties:
now
: A high-resolution timestamp since the beginning of the applicationoffset
: The difference (in milliseconds) since the last refresh cyclewidth
: The width of the target canvas. Only available if the target<canvas>
is set.height
: The height of the target canvas. Only available if the target<canvas>
is set.
addLayer( layer, shouldDraw = true )
: Adds aLayer
instance the top of the layer stack. By default, draws to the target once the layer is ready.removeLayer( layer, shouldDraw = true )
: Removes a layer from the stack. If the layer was added to the engine multiple times, only the first occurrence is removed. By default, updates the target canvas after removing the layer.draw()
: Draws the layer stack to the target<canvas>
. Specially useful to update the graphics when the engineautoStart
option was set tofalse
or thestop()
method has been called.clear()
: Clears the target<canvas>
.start()
: Starts the rendering loop.stop()
: Stops the rendering loop.
- Since adding layers to an engine happens in an async mode, race conditions might happen. To handle any issues, you can use
the promise exposed in
myLayer.sourcePromise
and/or avoid drawing to the canvas by passing theshouldDraw
parameter as false toaddLayer
. Eg.:myEngine.addLayer(myLayer, false)
. - The
<canvas>
element may easily become "tainted" by CORS. That should not be a problem for basic layer rendering, but can be a challenge if you need to do some advanced image processing. To avoid that, you could use some of the solutions shown in MDN or use base64 encoded images.