konva/test/sandbox.html
2025-03-12 07:48:47 -07:00

85 lines
2.3 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>KonvaJS Sandbox</title>
<meta
name="viewport"
content="width=device-width, initial-scale=1.0, user-scalable=1.0, minimum-scale=1.0, maximum-scale=1.0"
/>
<style>
body {
margin: 0;
width: 100vw;
height: 100vh;
}
body {
padding: 0;
margin: 0;
}
</style>
<!-- <script src="https://cdn.rawgit.com/hammerjs/touchemulator/master/touch-emulator.js"></script> -->
<script src="https://unpkg.com/gifler@0.1.0/gifler.min.js"></script>
<script>
// TouchEmulator();
</script>
<!-- <script src="https://cdnjs.cloudflare.com/ajax/libs/hammer.js/2.0.7/hammer.js"></script> -->
<!-- <script src="https://cdn.rawgit.com/hammerjs/touchemulator/master/touch-emulator.js"></script> -->
<!-- <script src="./hammer.js"></script> -->
<!-- <script src="https://unpkg.com/fabric@5.2.1/dist/fabric.js"></script> -->
</head>
<body>
<div id="container"></div>
<textarea class="test" id="text">Hello</textarea>
<script type="module">
import Konva from '../src/index.ts';
var width = window.innerWidth;
var height = window.innerHeight;
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
});
var layer = new Konva.Layer();
stage.add(layer);
var canvas = document.createElement('canvas');
// use external library to parse and draw gif animation
function onDrawFrame(ctx, frame) {
// update canvas size
canvas.width = frame.width;
canvas.height = frame.height;
// update canvas that we are using for Konva.Image
ctx.drawImage(frame.buffer, 0, 0);
// redraw the layer
layer.draw();
}
gifler('https://konvajs.org/assets/yoda.gif').frames(canvas, onDrawFrame);
function testKonvaImage() {
setInterval(() => {
const image = new Konva.Image({
image: canvas,
x: Math.random() * width,
y: Math.random() * height,
});
layer.add(image);
setTimeout(() => {
image.image(canvas);
image.destroy();
}, 500);
}, 10);
}
testKonvaImage();
</script>
</body>
</html>