Martin.js is a JavaScript library for working with HTML5 canvas. Martin supports jQuery-like chained methods, and makes photo manipulation, drawing, and animation in browser easy for developers and users.

You can download Martin (latest: v0.4.0) here:

Or through Bower:

bower install martinjs --save

- Scottland / @scottpdonaldson


Initializing

First, make sure you've included the source file, ideally in the <head> of the page, but always before you call Martin.

<script src="path/to/martin.min.js"></script>

Set up a canvas like this:

var canvas = Martin('el', options);

el can be the ID of an existing <canvas> or <img> element, an element itself, or nothing (in which case you will work on a virtual/buffer canvas). If you include options , it must be an object with key: value pairs that describe how you want to instantiate.


Example

<img id="image" src="bunny.jpg">

We're going to take the original image, draw a white rectangle on it, write "Hello!" over the rectangle, and then desaturate it all by 100% -- turning it black and white.

var canvas = Martin('image');

canvas.rect({
    x: 100,
    y: 200,
    width: 90,
    height: 50,
    color: '#fff'
});

canvas.text({
    text: 'Hello!',
    align: 'center',
    size: 18,
    x: 145,
    y: 215
});

canvas.desaturate(100);