Initial work on Texture theory. This attempt looks at using source PNG files to overlay over a <canvas> element, since drawing complex shapes could get somewhat complex, and <canvas> is a pure drawing API. Seems to work well enough, disregarding my horrible 3AM example PNG. ;P
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js/texture.js
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js/texture.js
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/* Franz.js - Client side color swatches (Texture library)
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*
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* @Author Ryan McGrath (http://twitter.com/ryanmcgrath)
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* @Author Dominick Pham (http://twitter.com/enotionz)
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*/
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var texture = {
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/* Temporary, might be consolidated into main library down the road */
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ctx: {},
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canvas: {},
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/* texture.draw()
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*
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* @Param: drawingCanvas - id of the canvas to draw on
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* @Param: baseImage - base image to use (generally a semi-transparent PNG)
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* @Param: colorArray - array of colors to use in the texture (Right now, this only accepts two colors, primary and secondary)
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*/
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draw: function(drawingCanvas, baseImage, colorArray) {
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texture.canvas = document.getElementById(drawingCanvas);
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texture.ctx = texture.canvas.getContext('2d');
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var img = new Image();
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img.onload = function() {
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texture.ctx.fillStyle = colorArray[0];
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texture.ctx.fillRect(0, 0, 50, 50);
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texture.ctx.drawImage(img, 0, 0, 50, 50);
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}
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img.src = baseImage;
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}
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}
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