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A fast(?) fullscreen image-sequence player
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D-ominik/Sequencer
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Sequencer A fast(?) fullscreen image-sequence player -------------------------------------------------------------------------------- Demo: https://ertdfgcvb.xyz/p2/sm/play.html#2 -------------------------------------------------------------------------------- How to use: The minimum paramters are two filenames of an image sequence. The parser tries to figure out if there are leading zeroes: const s1 = Sequencer.make({ from : 'pics/pig/DSC04701.JPG', to : 'pics/pig/DSC04775.JPG', }); ...or just a plain numerical sequence: const s2 = Sequencer.make({ from : 'pics/dog/1.png', to : 'pics/dog/100.png', }); All options: const opts = { canvas : null, // a valid canvas element (will be created if null) from : '1.jpg', // first file of the sequence to : '10.jpg', // last file of the sequence step : 1, // increment: to load only even images use 2, etc. scaleMode : 'cover', // can be: auto, cover, contain as in CSS3, direction : 'x', // can be: x, -x, y, -y // and determines the pointer direction, // applies only if playMode is drag or hover playMode : 'drag', // can be: none, drag, hover, auto loop : 'loop', // can be: loop, pong, none interval : 10, // interval in milliseconds between each frame, // applies only if playMode is auto, // if set to zero tries to update at every frame event autoLoad : 'all', // can be: all, first, none, // if first or none is used the loading // needs to be triggered manually with load(). fitFirstImage : false, // resizes the canvas to the size of // the first loaded image in the sequence showLoadedImages : false, // show images while loading the sequence, // may be jumpy because of async laoding <- not a typo dragAmount : 10, // distance (in pixels) to trigger nextImage(), // can be < 1, but must be > 0 hiDPI : true, // use HDPI if present imageLoad : function // callback for each image load queueComplete : function // callback for queue complete }; -------------------------------------------------------------------------------- Changelog: 2.1 - update to ECMAScript 2015 (aka ES6) - script is now an ES6 module (may need transpiling for legacy support) and loaded as such in the examples 2.0 - multiple instances - better parser (automatic leading zeroes detection) - canvas only (2d) - incremental drag - removed default loader (a custom one can be implemented via callback) - cover frame -------------------------------------------------------------------------------- Todo: - remove 'loop' option (merge with playMode) - transpiled version for ES5 support - area hovering - accept an image array as parameter - accept a spritesheet as parameter - WebGL support - better touch support -------------------------------------------------------------------------------- Author: Andreas Gysin @andreasgysin (twitter)
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