Reputation: 1
I can usually research my problem and get an answer from someone else's mistake but this time i am having a rather unusual time finding an answer. The concept is that you can colorize 32x32
"pixels" on a 16x16
grid. My complete code follows:
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript" src="jscolor.js"></script>
<title>Tiles</title>
</head>
<body>
<canvas id="canvas" height="512" width="512" onclick="draw(window.event)">
Oops, you don't have Canvases
</canvas>
<input type="text" value="000000" class="color"></input>
<script type="text/javascript">
var draw_a = document.getElementById("canvas").getContext("2d");
function draw(e) {
draw_a.fillStyle = "#" + document.getElementById("color").value;
draw_a.fillRect(
math.floor( e.clientX / 16 ),
math.floor( e.clientX / 16 ),
32,
32
);
}
draw_a.fillStyle = "#000000";
draw_a.fillRect( 0 , 0 , 512 , 512 );
</script>
</body>
</html>
Upvotes: 0
Views: 204
Reputation: 340045
You're dividing and rounding the click coordinates, but not multiplying the value back up again to map to canvas coordinates - there should also be 32 pixels between points, not 16.
There's also no such function as math.floor
, it should be Math.floor
:
var x = 32 * Math.floor(e.clientX / 32);
var y = 32 * Math.floor(e.clientY / 32);
draw_a.fillRect(x, y, 32, 32);
Lastly, your color input should have an id
of color
, not a class
Working (in Chrome at least) demo at http://jsfiddle.net/alnitak/VJNdR/
Upvotes: 2