Vectorlight News

  • Chat App Converted to HTML and JQuery
    Sep 08, 2011

    Converted from Silverlight to HTML and Javascript/JQuery is the Vectorlight Chat App. Login using your Vectorlight password to chat using your username and avatar.

  • HTML5 iPhone,Android Big Guns Tower Defense
    Jul 02, 2011

    Big Guns has made the leap from Windows Phone 7 (XNA) to HTML5 so you can now play it on your iPhone, Android and other HTML5 compatible devices.

  • HTML5 Games - Word Poppers and Batty
    Jun 04, 2011

    As the take-up of HTML5 quickens (74% of users currently have a browser capable of HTML5 Canvas) we present two more games for both your browser and mobile.

  • Big Guns Tower Defense on Windows Phone 7
    May 06, 2011

    Coming soon to Windows Phone 7 is an XNA port of the popular Vectorlight tower defense game Super Tower Defense. Whilst retaining many of the graphical and gameplay features of the original Silverlight game.

  • Wakacube WP7 Update
    Apr 26, 2011

    Released to the Windows Phone 7 marketplace today is Version 1.1 of Wakacube the 3D physics game of skill. Included in the update are more levels (30 in total) and new mode Wakatime which generates random crate structures to keep players entertained long after the levels have been completed.

  • Home Page News

Scaling an Image using the Canvas Element

In this example we show how to scale an image around its center point in HTML5.  Like the Simple Animation example we create a javascript loop and draw our image each iteration.

<body onload="drawCanvas();">
    <div>
        <canvas id="myCanvas" width="150" height="150">
            <p>Your browser doesn't support canvas.</p>
        </canvas>
    </div>
</body>

What we want to do here is animate a scale value up and down, with the lowest value being 0.2 and the highest 2.0.  What we do is specify a scale direction value and increment/decrement this in our main loop.

var surface;
var happy;
var x = 50;
var y = 50;
var scale = 0;
var scaleDirection = 0.2;

function drawCanvas() {
    // Get our Canvas element
    surface = document.getElementById("myCanvas");

    if (surface.getContext) {
        // If Canvas is supported, load the image
        happy = new Image();
        happy.onload = loadingComplete;
        happy.src = "images/happy.png";
    }
}

function loadingComplete(e) {
    // When the image has loaded begin the loop
    setInterval(loop, 25);
}

function loop() {
    // Each loop we scale the image
    // Grab the context
    var surfaceContext = surface.getContext('2d');

    // Clear the canvas to White
    surfaceContext.fillStyle = "rgb(255,255,255)";
    surfaceContext.fillRect(0, 0, surface.width, surface.height);

    // Save the current context
    surfaceContext.save();
    // Translate to the center point of our image
    surfaceContext.translate(x + happy.width * 0.5, y + happy.height * 0.5);
    // Perform the scale
    surfaceContext.scale(scale, scale);
    // Translate back to the top left of our image
    surfaceContext.translate(-happy.width * 0.5, -happy.height * 0.5);
    // Finally we draw the image
    surfaceContext.drawImage(happy, 0, 0);
    // And restore the context ready for the next loop
    surfaceContext.restore();

    // Animate our scale value
    scale += scaleDirection;
    if (scale < 0.2 || scale > 2) {
        scaleDirection = -scaleDirection;
    }
}

In the code above, like the rotation example, we want to scale around the image center point.  To do this we first translate the image to its center point and then perform the scale command before transforming it back to it top-left point before rendering.

Here is the completed example:

Your browser doesn't support canvas.

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