![]() ![]() pixelate() draws a pixelated version of the from image to the to canvas,, apply only after. resizeImage() resizes the output image if bigger than the defined max Height or max Width convertpalette() converts image with the defined color palette, apply only after. convertGrayscale() converts image to greyscale, apply only after. getpalette() returns array of current palette, can't be chained setMaxHeight(int) set canvas image maximum height, it can resize the output image, max height overrides max width, only used when. setMaxWidth(int) set canvas image maximum width, it can resize the output image, only used when. setpalette(arr) sets the color palette to use, takes an array of rgb colors: ], int from 0 to 255 setFromImgSource(src) change the src from the image element setDrawTo(elem) canvas elem to draw the image setDrawFrom(elem) elem to get the image to pixelate hideFromImg() hides the from image element, is applied on object creation draw() draw to canvas from image source and resizes if max height or max width is reached ![]() You can chain all methods together, beware that the order they are applied can change the final result.Īpplying first the color palette and then the greyscale can give a slightlity different image. To : elem, defaults to document.getElementById("pixelitcanvas")įrom : elem, defaults to document.getElementById("pixelitimg") You can pass some options when creating the instance (you can alter them later using the api methods). The next step is to use the image you’ve converted as a template to create a pixelated image in Minecraft. You can find instructions for using these programs in their readme files. Then load the pixelit.js script and apply it on an image. These programs allow you to convert a picture into pixel art with a pre-set number of colours and user-defined colours. To use the quick default configuration you need an element from where to draw the image and canvas element with the id pixelitcanvas. ![]()
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