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I'm making trying to make failing at making a JavaScript/HTML application where you basically just draw a picture. Right now, the pixels are blurring and aren't crisp like I would like them to be. Perhaps more problematic, the "pixels" are offset at a certain exponential value, but I haven't the foggiest clue why.

Here's the code so far:

<!DOCTYPE html>
<html>

<script>
function changePixel(event) {
    var x = Math.floor(event.screenX);
    var y = Math.floor(event.screenY);
    var canvas = document.getElementById("canvas");
    var container = canvas.getContext("2d");
    //if (container.style.backgroundColor == "rgb(0, 0, 0)") {
        //container.fillStyle = "rgb(255, 255, 255)";
        //container.fillRect( event.clientX, event.clientY, 1, 1 );
    //} else {
        container.fillStyle = "rgb(255, 0, 0)";
        container.fillRect( x, y, 1, 1 );
    //}
}
</script>

<body>

<canvas id="canvas" onclick = "changePixel(event)" style="position: absolute; left: 0px; top: 0px; width: 100%; height: 100%; color: rgb(0, 255, 0);"></canvas>

</body>
</html>

Another note, I do plan on making this a PHP enabled application (yes, I do have a server for that) so you could edit the canvas online with a bunch of other people, so if you foresee any of this code conflicting with that idea, then please speak up.

Thanks, guys!

Xeyler
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    You need to set the canvas size properly, right now only a CSS size is set which stretches the canvas to fit it making it blurry. –  May 04 '15 at 01:11
  • Ah, that makes sense. Thanks. – Xeyler May 04 '15 at 01:15

0 Answers0