I\'d like to give a sprite an outline when the character gets healed/damaged/whatever but I can\'t think of a way to code this using the 2d canvas. If it were possible, I\'
Maybe it would be worth trying this :
• build a canvas 1.1 time bigger than the original sprite
• fill it with the outline color
• draw the sprite scaled by 1.1 on the canvas using destination-in globalCompositeOperation.
Then you have a bigger 'shadow' of your sprite in the outline color.
When you want to draw the outline :
• draw the 'shadow' (centered)
• draw your sprite within the shadow.
Depending on the convexity of your sprite, this will work more or less nicely, but i think it's worth trying since it avoids you doubling the number of input graphic files.
I just did a short try as proof-of-concept and it quite works :
http://jsbin.com/dogoroxelupo/1/edit?js,output
Before :
After :
html
code
window.onload=function() {
var spr = document.getElementById('spr');
var margin = 4;
var gh = createGhost(spr, '#F80', margin);
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var outlined = true;
setInterval(function() {
ctx.clearRect(0,0,cv.width, cv.height);
if (outlined)
ctx.drawImage(gh, 0, 0)
ctx.drawImage(spr, 0, 0)
outlined = !outlined;
}, 400);
}
function createGhost (img, color, margin) {
var cv= document.createElement('canvas');
cv.width = img.width+2*margin;
cv.height = img.height + 2*margin;
var ctx = cv.getContext('2d');
ctx.fillStyle = color;
ctx.fillRect(0,0, cv.width, cv.height);
ctx.save();
ctx.globalCompositeOperation = 'destination-in';
var scale = cv.width/spr.width;
ctx.scale(cv.width/spr.width, cv.height/spr.height);
ctx.drawImage(img, -margin, -margin);
ctx.restore();
return cv;
}