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Simple Drawing app - sketch.js (1)
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window.addEventListener("load", () => { | |
const canvas = document.querySelector("#canvas"); | |
const ctx = canvas.getContext('2d'); | |
const img = new Image(); | |
img.src = "assets/images/reinePic.jpg"; | |
img.onload = () => { | |
const [img_scaled_width, img_scaled_height] = drawImageToScale(img, ctx); | |
canvas.width = img_scaled_width; | |
canvas.height = img_scaled_height; | |
window.addEventListener('resize', drawImageToScale(img,ctx)); | |
} | |
// variables | |
let painting = false; | |
function startPosition(e){ | |
painting = true; | |
draw(e); | |
} | |
function finishedPosition(){ | |
painting = false; | |
ctx.beginPath(); | |
} | |
function draw(e){ | |
if (!painting) | |
return; | |
ctx.lineWidth = 3; | |
ctx.lineCap = 'round'; | |
//console.log(e.clientX, e.clientY); | |
ctx.lineTo(e.clientX, e.clientY); | |
ctx.stroke(); | |
ctx.beginPath(); | |
ctx.moveTo(e.clientX, e.clientY); | |
} | |
// eventListeners | |
canvas.addEventListener("mousedown", startPosition); | |
canvas.addEventListener("mouseup", finishedPosition); | |
canvas.addEventListener("mousemove", draw) | |
}); | |
function drawImageToScale(img, ctx){ | |
const img_width = 650; | |
const scaleFactor = img_width / img.width; | |
const img_height = img.height * scaleFactor; | |
ctx.drawImage(img, 0, 0,img_width,img_height); | |
return [img_width,img_height]; | |
} |
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