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EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
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EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
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110 lines (77 loc) · 4.43 KB

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110 lines (77 loc) · 4.43 KB

EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
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110 lines (77 loc) · 4.43 KB

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110 lines (77 loc) · 4.43 KB

EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
Skip to content

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110 lines (77 loc) · 4.43 KB

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110 lines (77 loc) · 4.43 KB

EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
Skip to content

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110 lines (77 loc) · 4.43 KB

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110 lines (77 loc) · 4.43 KB

EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
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EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); EaselJS/README.md at master · Seb-AS/EaselJS · GitHub
Skip to content

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110 lines (77 loc) · 4.43 KB

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110 lines (77 loc) · 4.43 KB

EaselJS

EaselJS is a library to make working with the Canvas element easier. It provides a display list to allow you to work with display elements on a canvas as nested objects. It also provides a simple framework for providing shape based mouse interactions on elements in the display list. This is useful for games, generative art, and other highly graphical experiences.

Simple Example

//Draw a square on screen.
var canvas = document.getElementById('canvas');
var stage = new Stage(canvas);
var shape = new Shape();
shape.graphics.beginFill('rgba(255,0,0,1)').drawRoundRect(0,0, 120, 120, 10);
stage.addChild(shape);
stage.update();

Animation Example

var ss = new SpriteSheet({
"frames": {
"width": 200,
"numFrames": 64,
"regX": 2,
"regY": 2,
"height": 361
},
"animations": {"jump": [26, 63], "run": [0, 25]},
"images": ["./assets/runningGrant.png"]
});
ss.getAnimation("run").frequency = 2;
ss.getAnimation("run").next = "jump";
ss.getAnimation("jump").next = "run";
var bitmapAnimation = new BitmapAnimation(ss);
bitmapAnimation.scaleY = bitmapAnimation.scaleX = .4;
bitmapAnimation.gotoAndPlay("run");
Ticker.setFPS(60);
Ticker.addListener(stage);
stage.addChild(bitmapAnimation);

Support and Resources

It was built by gskinner.com, and is released for free under the MIT license, which means you can use it for almost any purpose (including commercial projects). We appreciate credit where possible, but it is not a requirement.

EaselJS is currently in alpha. We will be making significant improvements to the library, samples, and documentation over the coming weeks. Please be aware that this may necessitate changes to the existing API.

Classes

The API is inspired by Flash's display list, and should be easy to pick up for both JS and AS3 developers. Check out the docs for more information.

DisplayObject Abstract base class for all display elements in EaselJS. Exposes all of the display properties (ex. x, y, rotation, scaleX, scaleY, skewX, skewY, alpha, shadow, etc) that are common to all display objects.

Stage The root level display container for display elements. Each time tick() is called on Stage, it will update and render the display list to its associated canvas.

Container A nestable display container, which lets you aggregate display objects and manipulate them as a group.

Bitmap Draws an image, video or canvas to the canvas according to its display properties.

BitmapAnimation Displays animated or dynamic sprite sheets (images with multiple frames on a grid), and provides APIs for managing playback and sequencing.

Shape Renders a Graphics object within the context of the display list.

Graphics Provides an easy to use API for drawing vector data. Can be used with Shape, or completely stand alone.

Text Renders a single line of text to the stage.

DOMElement An experimental display object that allows you to manage an HTML element as a part of the display list.

Filter The base filter class that other filters (ex. BoxBlurFilter, ColorMatrixFilter, etc) extend.

There are also a few helper classes included:

Shadow Defines all of the properties needed to display a shadow on a display object.

Ticker Provides a pausable centralized tick manager for ticking Stage instances or other time based code.

UID Very simple class that provides global, incremental unique numeric IDs.

SpriteSheetUtils Contains utility methods for extending existing sprite sheets with flipped frames and extracting individual frames.

SpriteSheet Encapsulates all the data associated with a sprite sheet to be used with BitmapAnimation.

Matrix2D Represents a 3x3 affine transformation matrix. Used internally for calculating concatenated transformations.

Rectangle Represents a rectangle as defined by the points (x, y) and (x+width, y+height).

Point Represents a point on a 2 dimensional x / y coordinate system.