My question is, what is the best way to tint an image that is drawn using the drawImage method. The target useage for this is advanced 2d particle-effects (game development)
When I created a particle test I just cached images based on rotation (like 35 rotations), color tint, and alpha and created a wrapper so that they were created automatically. Worked well. Yes there should be some kind of tint operation, but when dealing with software rendering your best bet much like in flash is to cache everything. Particle Example I made for fun
Particle Test
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No directions
where vector.js is just a naive vector object:
// Vector class
// TODO: EXamples
// v0 = v1 * 100 + v3 * 200;
// v0 = v1.MultiplY(100).Add(v2.MultiplY(200));
// TODO: In the future maYbe implement:
// VectorEval("%1 = %2 * %3 + %4 * %5", v0, v1, 100, v2, 200);
function Vector(X, Y)
{
/*
this.__defineGetter__("X", function() { return this.X; });
this.__defineSetter__("X", function(value) { this.X = value });
this.__defineGetter__("Y", function() { return this.Y; });
this.__defineSetter__("Y", function(value) { this.Y = value });
*/
this.Add = function(v)
{
return new Vector(this.X + v.X, this.Y + v.Y);
}
this.Subtract = function(v)
{
return new Vector(this.X - v.X, this.Y - v.Y);
}
this.Multiply = function(s)
{
return new Vector(this.X * s, this.Y * s);
}
this.Divide = function(s)
{
return new Vector(this.X / s, this.Y / s);
}
this.ThisAdd = function(v)
{
this.X += v.X;
this.Y += v.Y;
return this;
}
this.ThisSubtract = function(v)
{
this.X -= v.X;
this.Y -= v.Y;
return this;
}
this.ThisMultiply = function(s)
{
this.X *= s;
this.Y *= s;
return this;
}
this.ThisDivide = function(s)
{
this.X /= s;
this.Y /= s;
return this;
}
this.Length = function()
{
return Math.sqrt(this.X * this.X + this.Y * this.Y);
}
this.LengthSquared = function()
{
return this.X * this.X + this.Y * this.Y;
}
this.Normal = function()
{
return new Vector(-this.Y, this.X);
}
this.ThisNormal = function()
{
var X = this.X;
this.X = -this.Y
this.Y = X;
return this;
}
this.Normalize = function()
{
var length = this.Length();
if(length != 0)
{
return new Vector(this.X / length, this.Y / length);
}
}
this.ThisNormalize = function()
{
var length = this.Length();
if (length != 0)
{
this.X /= length;
this.Y /= length;
}
return this;
}
this.Negate = function()
{
return new Vector(-this.X, -this.Y);
}
this.ThisNegate = function()
{
this.X = -this.X;
this.Y = -this.Y;
return this;
}
this.Compare = function(v)
{
return Math.abs(this.X - v.X) < 0.0001 && Math.abs(this.Y - v.Y) < 0.0001;
}
this.Dot = function(v)
{
return this.X * v.X + this.Y * v.Y;
}
this.Cross = function(v)
{
return this.X * v.Y - this.Y * v.X;
}
this.Projection = function(v)
{
return this.MultiplY(v, (this.X * v.X + this.Y * v.Y) / (v.X * v.X + v.Y * v.Y));
}
this.ThisProjection = function(v)
{
var temp = (this.X * v.X + this.Y * v.Y) / (v.X * v.X + v.Y * v.Y);
this.X = v.X * temp;
this.Y = v.Y * temp;
return this;
}
// If X and Y aren't supplied, default them to zero
if (X == undefined) this.X = 0; else this.X = X;
if (Y == undefined) this.Y = 0; else this.Y = Y;
}
/*
Object.definePropertY(Vector, "X", {get : function(){ return X; },
set : function(value){ X = value; },
enumerable : true,
configurable : true});
Object.definePropertY(Vector, "Y", {get : function(){ return X; },
set : function(value){ X = value; },
enumerable : true,
configurable : true});
*/