Panning to a Spot on the Source Image
Example 4-14
changes the windowY
and
windowX
locations to a sort that will
display the butterfly. It removes any scaling from the draw
operation:
var
windowX
=
1580
;
var
windowY
=
1190
;
When Example 4-14 is run, you should see the butterfly image take up most of the canvas.
Example 4-14. Pan an image using the widow draw destination properties
var
photo
=
new
Image
();
photo
.
addEventListener
(
'load'
,
eventPhotoLoaded
,
false
);
photo
.
src
=
"butterfly.jpg"
;
var
windowWidth
=
500
;
var
windowHeight
=
500
;
var
viewPortWidth
=
500
;
var
viewPortHeight
=
500
;
var
windowX
=
1580
;
var
windowY
=
1190
;
function
eventPhotoLoaded
()
{
drawScreen
()
}
function
drawScreen
(){
context
.
drawImage
(
photo
,
windowX
,
windowY
,
windowWidth
,
windowHeight
,
0
,
0
,
viewPortWidth
,
viewPortHeight
);
}
function
gameLoop
()
{
window
.
setTimeout
(
gameLoop
,
100
);
drawScreen
();
}
Figure 4-15 shows the pan to the butterfly in normal view scale mode.
Figure 4-15. Pan to the butterfly with no scale applied
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