Can we display or conceal sections of an image on a canvas similar to an Image Sprite?

Is there a way to display or conceal a portion of a canvas image similar to how Image Sprite works?

For example:

Imagine you have a canvas with dimensions of 200x200.

When a specific button is clicked, I would like to reveal a section of the canvas from coordinates (100, 100) to (120, 120). On another button click, I want to display the entire canvas instead.

Can anyone provide guidance on how to achieve this effect?

Answer №1

To resolve the issue with sprites displayed as backgrounds within another element, one potential solution could be to hide the parent element altogether.

<style>
    #sprite-container {
        width: 100px;
        height: 100px;
        background-image: url(sprite.png); 
        background-position: 100px 100px;
    }
</style>
<script>
    var hidden = false;

    function toggleVisibility() {
        if(!hidden) {
            document.getElementById("sprite-container").style.display="none";
            hidden = true;
        }
        else {
            document.getElementById("sprite-container").style.display="block";
            hidden = false;
        }
    }
</script>

<div id="toggle-button" onclick="toggleVisibility();">Toggle Button</div>
<div id="sprite-container"></div>

If the sprite's original position is 100px from the left edge, an alternative approach can also involve using

document.getElementById('#sprite-container').style.backgroundPosition="200px 200px";
to adjust the entire background position of the sprite.

Answer №2

To display a specific portion of an image, you can utilize the clipping form of drawImage:

var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;

var img=new Image();
img.onload=start;
img.src="https://example.com/image.jpg";
function start(){
  ctx.drawImage(img, 0,0,120,150, 0,0,120,150);

  document.getElementById('partial').onclick=function(){
    ctx.clearRect(0,0,cw,ch);
    ctx.drawImage(img, 0,0,120,150, 0,0,120,150);
  }

  document.getElementById('full').onclick=function(){
    ctx.clearRect(0,0,cw,ch);
    ctx.drawImage(img, 0,0);
  }

}
body{ background-color: lightblue; }
#canvas{border:1px solid black;}
<button id='partial'>Show partial canvas</button>
<button id='full'>Show full canvas</button>
<br><canvas id="canvas" width=400 height=400></canvas>

Answer №3

You can use this technique to clip the image.

var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var btn = document.getElementById('btn');
var c = 0;

var img = new Image();
img.src = 'http://placehold.it/200/200';

img.onload = function() {
  canvas.width = img.width;
  canvas.height = img.height;
  context.drawImage(img, 0, 0)
}

btn.onclick = function() {
  if (c++ % 2 == 0) {
    context.clearRect(0, 0, canvas.width, canvas.height);
    context.drawImage(img, 100, 100, 20, 20, 100, 100, 20, 20);
    btn.value = 'Unclip';
  }
  else {
    context.drawImage(img, 0, 0);
    btn.value = 'Clip';
  }
}
<input id="btn" type="button" value="Clip" /><br />
<canvas id="canvas"></canvas>


UPDATE

If a user interacts with the canvas, you have the ability to capture the precise coordinates where the action occurred. By determining if these coordinates fall within a specific range, such as inside a circle, you can dynamically manipulate the image using clipping techniques.

var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var c = 0;

var img = new Image();
img.src = 'http://s25.postimg.org/cv29exevj/index.png';

img.onload = function() {
  canvas.width = img.width;
  canvas.height = img.height;
  context.drawImage(img, 80, 80, 40, 40, 80, 80, 40, 40);
}

canvas.onclick = function(e) {
  var x = e.clientX - canvas.getBoundingClientRect().left;
  var y = e.clientY - canvas.getBoundingClientRect().top;
  if (x >= 80 && x <= 120 && y >= 80 && y <= 120) {
    if (c++ % 2 == 0) {
      context.clearRect(0, 0, canvas.width, canvas.height);
      context.drawImage(img, 0, 0);
    } else {
      context.clearRect(0, 0, canvas.width, canvas.height);
      context.drawImage(img, 80, 80, 40, 40, 80, 80, 40, 40);
    }
  }
}
<canvas id="canvas"></canvas>

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