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# Image An image is some number of rows and columns of color pixels that make up rectangular picture. A _pixel_ is a single point of color inside the picture. Images are two-dimensional so they have a known height and width. When an image is declared, or created, the height and width are specified either by the _layout_ of the image or as parameters to it's [create](/reference/images/create) method. ## Image layout You _declare_ an image by creating a layout. This is done in JavaScript with the ``img'...'`` string declaration. The pixels are single characters inside the string. ### Zero size image An zero size image has no height or width and has no pixels, so the **img** string is just ``img''``. ```typescript let emptyImage = img`` ``` You can also use [create](/reference/images/create) and make another zero size image with no pixels. ```blocks let emptyImage1 = img`` let emptyImage2 = image.create(0, 0) ``` A zero size image isn't really useful so MakeCode actually makes it have some size if you declare it without any. ### Images with size To make an image with some size, just set the pixel characters in the rows of the **img** string. An image that is 1 pixel high by 1 pixel wide (1 x 1) is: ```typescript let oneByOne = img`.` ``` A image that is 2 x 2 is declared like this: ```typescript let twoBytwo = img` . . . . ` ``` Here they are in blocks: ```blocks let oneByOne = img`.` let twoBytwo = img` . . . . ` ``` You'll notice that they look the same. That's because the pixel colors are not set so the images are empty. Images don't have to be exactly square. The height and width can be different. Here's a 6 x 2 image: ```typescript let sixByTwo = img` . . . . . . . . . . . . ` ``` ## Setting pixels ### Transparent pixels A pixel value of `.` means an empty pixel. This pixel has no color and that pixel _location_ in the image is _transparent_. Being transparent means that if this image is on top of another image (overlapping) that has some pixel color, then the color of the pixel in the image underneath shows through to the image above it. ### Pixel colors Besides the empty, or transparent pixel `.`, there are 16 color pixels you can use. These are matched to colors in a _palette_. A palette is a group of colors you can choose from. The colors are selected by using a single number or letter to match them. The default palette, for example, uses these colors: * `.`: empty or transparent * `0`: transparent * `1`: white * `2`: light blue * `3`: medium blue * `4`: dark blue * `5`: violet * `6`: lime * `7`: olive * `8`: brown * `9`: cyan * `a`: red * `b`: purple * `c`: pink * `d`: orange * `e`: yellow * `f`: black A 1 x 1 image with a red pixel is declared as: ```typescript let oneRed = img`a` ``` As a block it looks like this: ```block let oneRed = img`a` ``` We can make 4 x 4 image that uses all of the colors: ```typescript let allColors = img` 0 1 2 3 4 5 6 7 8 9 a b c d e f ` ``` This the same image as a block: ```block let allColors = img` 0 1 2 3 4 5 6 7 8 9 a b c d e f ` ``` ## Transparency and overlap Let's see how transparency works with images. A `.` means that a pixel is transparent. Only the pixels with a color will show in an image and any pixels with color in an image below it will show through. So, to demonstrate, let's make two images that are the same size and put one that has some transparent pixels on top of one that doesn't. Our first image is a green circle inside a 8 x 8 rectangle. All of the pixels around the circle are transparent. ```typescript let greenBall = img` . . . . . . . . . . . 6 6 . . . . . 6 6 6 6 . . . 6 6 6 6 6 6 . . 6 6 6 6 6 6 . . . 6 6 6 6 . . . . . 6 6 . . . . . . . . . . . ` ``` The other image is the same size but with all yellow pixels. ```blocks let greenBall = img` . . . . . . . . . . . 6 6 . . . . . 6 6 6 6 . . . 6 6 6 6 6 6 . . 6 6 6 6 6 6 . . . 6 6 6 6 . . . . . 6 6 . . . . . . . . . . . ` let yellowSquare = img` e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e e ` ``` Putting the green circle image exacly over the yellow square, you see that the yellow from the image below isn't blocked out by the transparent pixels from the image on top. ```sim let greenBall = img` . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 6 6 6 . . . . . . . . . . 6 6 6 6 6 6 6 6 . . . . . . . 6 6 6 6 6 6 6 6 6 6 . . . . . . 6 6 6 6 6 6 6 6 6 6 . . . . . 6 6 6 6 6 6 6 6 6 6 6 6 . . . . 6 6 6 6 6 6 6 6 6 6 6 6 . . . . 6 6 6 6 6 6 6 6 6 6 6 6 . . . . 6 6 6 6 6 6 6 6 6 6 6 6 . . . . . 6 6 6 6 6 6 6 6 6 6 . . . . . . 6 6 6 6 6 6 6 6 6 6 . . . . . . . 6 6 6 6 6 6 6 6 . . . . . . . . . . 6 6 6 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ` let yellowSquare = image.create(16, 16) yellowSquare.fill(14) let yellowSprite = sprites.create(yellowSquare) let greenSprite = sprites.create(greenBall) ``` ## Setting pixels at locations You can create your images while your program is running too (dynamically). To make an image this way, you set the color of a pixel at its location with code. Pixels are addressed by their row (``x`` value) and column (``y`` value) inside the image. You could create and empty image and make some or all of the image by setting pixel colors in your code. Let's make a 32 x 32 box by creating an empty image and then draw an orange border around it. ```blocks let orangeBox = image.create(32, 32) for (let i = 0; i < 32; i++) { orangeBox.setPixel(0, i, 13) orangeBox.setPixel(i, 0, 13) orangeBox.setPixel(i, 31, 13) orangeBox.setPixel(31, i, 13) } let boxSprite = sprites.create(orangeBox) ``` The [image](/reference/images) functions let you do more complex pixel operations like filling and drawing shapes. ## See also [image](/reference/images)