phantomjssmith
v1.0.4
Published
PhantomJS engine for spritesmith
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phantomjssmith
PhantomJS engine for spritesmith.
Requirements
This depends on having phantomjs
installed on your machine. This can be done globally as listed on the PhantomJS website or locally via the node module wrapper. This module has been tested against 1.9.2
and 1.9.8
.
Global installation
PhantomJS installation instructions can be found on the PhantomJS website. When phantomjssmith
is running, phantomjs
must be resolvable via the PATH
environment variable.
http://phantomjs.org/
Local installation
A phantomjs wrapper can be install via: npm install phantomjs
https://github.com/Medium/phantomjs
When running your phantomjssmith
task, it must have node_modules/.bin/
in the PATH
environment variable. The easiest way to accomplish this is by using npm scripts
:
// Inside our `package.json`
{
"scripts": {
"build": "grunt sprite"
}
}
# Runs `grunt sprite` with `node_modules/.bin/` appended to `PATH`
npm run build
Getting Started
Install the module with: npm install phantomjssmith
// Load in our dependencies
var Phantomjssmith = require('phantomjssmith');
// Create a new engine
var phantomjssmith = new Phantomjssmith();
// Interpret some images from disk
phantomjssmith.createImages(['img1.jpg', 'img2.png'], function handleImages (err, imgs) {
// If there was an error, throw it
if (err) {
throw err;
}
// We recieve images in the same order they were given
imgs[0].width; // 50 (pixels)
imgs[0].height; // 100 (pixels)
// Create a canvas that fits our images (200px wide, 300px tall)
var canvas = phantomjssmith.createCanvas(200, 300);
// Add the images to our canvas (at x=0, y=0 and x=50, y=100 respectively)
canvas.addImage(imgs[0], 0, 0);
canvas.addImage(imgs[1], 50, 100);
// Export canvas to image
var resultStream = canvas['export']({format: 'png'});
resultStream; // Readable stream outputting PNG image of the canvas
});
Documentation
This module was built to the specification for spritesmith engines.
Specification version: 2.0.0
https://github.com/twolfson/spritesmith-engine-spec/tree/2.0.0
engine.createImages(images, cb)
Our createImages
methods supports the following types of images:
- image
String
- Filepath to image - image
Object
- Vinyl object withnull
for image (uses provided filepath)
We accept but don't fully support the following types of images:
- image
Object
- Vinyl object with buffer for image (ignores contents, uses provided filepath) - image
Object
- Vinyl object with stream for image (ignores contents, uses provided filepath)
canvas.export(options)
Our export
method provides support for the following options:
- options
Object
- timeout
Number
- Milliseconds to wait until automatically terminating PhantomJS script- By default, this is
10000
(10 seconds).
- By default, this is
- format
String
- Output image format to callback with. Currently,png
andjpeg
are available. - quality
Number
- If you are outputting ajpeg
, the quality can be specified from 0 to 100.
- timeout
Contributing
In lieu of a formal styleguide, take care to maintain the existing coding style. Add unit tests for any new or changed functionality. Lint using npm run lint
and test via npm test
.
Donating
Support this project and others by twolfson via donations.
http://twolfson.com/support-me
License
Copyright (c) 2013 Todd Wolfson
Licensed under the MIT license.