Javascript library to create pixel art from an image. See Pixel It in action.
On /dist
you can find the files you need
file | description |
---|---|
pixelit.js | javascript es6 file |
pixelitmin.js | javascript minified and babeljs.io parsed for es5 |
Original image and after Pixel It did some work on it.
No filter applied and color palette used.
To use the quick default configuration you need an element from where to draw the image and canvas element with the id pixelitcanvas. Then load the pixelit.js script and apply it on an image.
<img src="sky.jpg" id="pixelitimg" alt="">
<canvas id="pixelitcanvas"></canvas>
<script src="pixelit.js"></script>
<script>
//create object
const px = new pixelit();
px.draw().pixelate();
</script>
You can use this option when creating the instance of Pixel It
const config = {
to : elem,
//defaults to document.getElementById("pixelitcanvas")
from : elem,
//defaults to document.getElementById("pixelitimg")
scale : int
//from 0-50, defaults to 8
palette : [[r,g,b]],
//defaults to a fixed pallete
maxHeight: int,
//defaults to null
maxWidth: int,
//defaults to null
}
const px = new pixelit(config);
method | |
---|---|
.draw() | draw to canvas from image source and resizes if max height or max width is reached |
.setDrawFrom(elem) | elem to get the image to pixelate |
.setDrawTo(elem) | canvas elem to draw the image |
.setFromImgSource(src) | change the src from the image element |
.setPalette(arr) | sets the color palette to use, takes an array of rgb colors: [[int,int,int]], int from 0 to 255 |
.setMaxWidth(int) | set canvas image maximum width, it can resize the output image, only used when .resizeImage() is applied |
.setMaxHeight(int) | set canvas image maximum height, it can resize the output image, max height overrides max width, only used when .resizeImage() is applied |
.setScale(int) | set pixelate scale [0...50] |
.getpalette() | returns array of current palette, can't be chained |
.convertGrayscale() | converts image to greyscale, apply only after .draw is called |
.convertpalette() | converts image with the defined color palette, apply only after .draw is called |
.resizeImage() | resizes the output image if bigger than the defined max Height or max Width |
.pixelate() | draws a pixelated version of the from image to the to canvas, , apply only after .draw is called |
.saveImage() | saves/downloads current image |
Working example:
<img src="assets/sky.jpg" id="pixelitimg" alt="">
<canvas id="pixelitcanvas"></canvas>
<script>
const mypalette = [
[26,28,44],[93,39,93],[177, 62, 83],[239, 125, 87],[255, 205, 117],[167, 240, 112],[56, 183, 100],[37, 113, 121],[41, 54, 111],[59, 93, 201],[65, 166, 246],[115, 239, 247],[244, 244, 244],[148, 176, 194],[86, 108, 134],[51, 60, 87]
];
const px = new pixelit({from: document.getElementById('pixelitimg'),
"palette": mypalette});
px.draw().pixelate().convertPalette();
</script>
Run npm install
to install the needed files, edit javascript from /src/
folder and run gulp serve
to make a direct copy and a minified and transpiled files into /dist
and /docs/js
respectively.
You have inside the docs page a tests page to check changes to different image sizes.
- Added a page with tests
- Fixed image cut for smaller images and better border removal for bigger images
- Github page added scroll down selector for palette change
- Github page added changelog
- Github page added local development information
- Added gulp to minifiy and transpile without the need for aditional tools
- Fix border appearing on bigger images
- Added new palettes on live page