I'm having a problem drawing sprites on canvas for a school project. My code:
treeImage = new Image();
treeImage.src = "sprites/treeSprites.png";
function rocks() { //to create the rock
this.x = 1920 * Math.random(); //random location on the width of the field
this.y = ground[Math.round(this.x/3)]; //ground is an array that stores the height of the ground
this.draw = function() {
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(Math.tan((ground[Math.floor(this.x/3)]-ground[Math.floor(this.x/3)+1])/-3));
//^rotating based on its position on the ground^
ctx.drawImage(treeImage, 200, 50, 50, 50, -25, -50, 50, 50);
ctx.restore();
}
}
len = rockArray.length; //every frame
for (var i = 0;i<len;i++) {
rockArray[i].draw();
}
I only request 50×50px from the image. Exactly outside of the 50×50 there are black lines (which shouldn't interfere because I only request the square within the black lines) but when I draw the rock, the black outlines are visible. (For other reasons, I can't remove the black lines.)
I'm guessing the image JavaScript stores when I load the image is made blurry, and then when I request that part from the image, the lines around are visible too, as the blur "spreads" the lines into the square I request.
Is there a way I can prevent this?
Use ctx.imageSmoothingEnabled = false
.
This will make the image sharp instead of smoothed (blurry).