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A fast(?) fullscreen image-sequence player
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ertdfgcvb/Sequencer
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Sequencer A fast(?) fullscreen image-sequence player -------------------------------------------------------------------------------- Demo: https://sequencer.ertdfgcvb.xyz/#2 -------------------------------------------------------------------------------- How to use: The minimum parameters are two filenames of an image sequence or an array of filenames. In the first case the parser tries to figure out the filename pattern: 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', }) ...or with a provided list of filenames: const s2 = Sequencer.make({ list : [ '1a.png', '1b.png', '2.png', '3.PNG', '4.jpg', 'img7.png', 'final.jpg' ] }) All options: const opts = { canvas : null, // A valid canvas element // (will be created if null) list : [] // An array of paths // to the images to load; // as an alternative the three options // 'from', 'to' and 'step' below // can be used to fill the array // programmatically 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 loading <- not a typo dragAmount : 10, // Distance (in pixels) // to trigger nextImage(), // can be < 1, but must be > 0 hiDPI : true, // Use hiDPI if present imageLoad : function // Callback for each image load queueComplete : function // Callback for queue complete }; -------------------------------------------------------------------------------- Changelog: 3.0.1 - fix bug (last image not loaded) - add makefile 3.0 - better parser - remove utils.js - use rollup.js for compression - minified version is a module 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) - area hovering - accept an image array as parameter - accept a spritesheet as parameter - WebGL support - better touch support -------------------------------------------------------------------------------- Author: Andreas Gysin ertdfgcvb.xyz
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