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Javascript - Splitting A Tileset Image To Be Stored In 2d Image() Array

Let's say I have this image: and I have this 2D array tiles[] .. and using Image() function... how can do I use the (what I assume be best way?) for loop to add each tile into the

Solution 1:

I would..

  • Figure out how many tiles wide and high this image is
  • Draw the image to a canvas in memory, and use the context to get image data.
  • Loop through and subimage each tile, storing in an array.

Assuming:

imageWidth, imageHeight, tileWidth, tileHeight

All describe what their names suggest, and:

EDIT: Added image load as per comment, fixed wrongly name ImageWidth and ImageHeight to imageWidth and imageHeight

EDIT: Performing code inside imageObj.onload as the image is drawn here, drawImage() from origin (0,0)

var canvas = document.getElementById("myCanvas");
    var ctx = canvas.getContext("2d");
    var imageObj = newImage();
    imageObj.src = "tilesetImageLocationHere";

  imageObj.onload = function() {
    ctx.drawImage(imageObj, 0, 0);

Then, split up your image into a list of tile data..

var tilesX = imageWidth / tileWidth;
    var tilesY = imageHeight / tileHeight;
    var totalTiles = tilesX * tilesY;        
    var tileData = newArray();
    for(var i=0; i<tilesY; i++)
    {
      for(var j=0; j<tilesX; j++)
      {           
        // Store the image data of each tile in the array.
        tileData.push(ctx.getImageData(j*tileWidth, i*tileHeight, tileWidth, tileHeight));
      }
    }
    //From here you should be able to draw your images back into a canvas like so:
    ctx.putImageData(tileData[0], x, y);
  }

Solution 2:

ok I did this on my localhost: it should give you a base at least. I think you should be able to use this straight outta the box but you might have to make a few calculation adjustments for it depending on what you want. I just don't think it's neccessary to spend thee time to perfect it to your example:

You'll obviously have to point the image to your own image.

<html><head><scripttype="text/javascript"src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script><scripttype="text/javascript">
      $(function(){
        var canvas = document.getElementById('fakeCanvas');
        var ctx = canvas.getContext('2d');
        var img = newImage();
        img.src = '/theImage.png';
        var tiles = [];
        var  imageTileNumWidth = 23;
        var imageTileNumHeight = 21;

img.onload = function(){
  var imageWidth = img.width;
  var imageHeight = img.height;
  sndCanvasWidth = imageWidth/imageTileNumWidth;
  sndCanvasHeight = imageHeight/imageTileNumHeight;
  canvas.width = imageWidth;
  canvas.height = imageHeight;
  ctx.drawImage(img,0,0,imageWidth,imageHeight);
  var sndCanvas = document.getElementById('drawCanvas');
  sndCanvas.width=sndCanvasWidth;
  sndCanvas.height=sndCanvasHeight;
  var i=0;
  var j=0;
  var t=0;
    for(i=0;i<imageWidth;i+=sndCanvasWidth){
      for(j=0;j<imageHeight;j+=sndCanvasHeight){
            var myImageData = ctx.getImageData(j,i,sndCanvasWidth,sndCanvasHeight);     
            var ctx2 = sndCanvas.getContext("2d");
            ctx2.putImageData(myImageData,0,0);
            tiles.push(myImageData);  
      }
    }
};
    });
  </script></head><body><canvasid="fakeCanvas"></canvas><canvasid="drawCanvas"></canvas></body></html>

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