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);