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  • Thread Starter moofyboof

    (@moofyboof)

    I forgot to put the code I used. Sorry.

    <script src="jquery.min.js" type="text/javascript"></script>
    <script type="text/javascript"> 
    
    	// $(".item img").css({"display":"none");
    
    	// On window load. This waits until images have loaded which is essential
    	$(window).load(function(){
    
    		// Fade in images so there isn't a color "pop" document load and then on window load
    		$(".item img").animate({opacity:1},500);
    
    		// clone image
    		$('.item img').each(function(){
    			var el = $(this);
    			el.css({"position":"absolute"}).wrap("<div class='img_wrapper' style='display: inline-block'>").clone().addClass('img_grayscale').css({"position":"absolute","z-index":"998","opacity":"0"}).insertBefore(el).queue(function(){
    				var el = $(this);
    				el.parent().css({"width":this.width,"height":this.height});
    				el.dequeue();
    			});
    			this.src = grayscale(this.src);
    		});
    
    		// Fade image
    		$('.item img').mouseover(function(){
    			$(this).parent().find('img:first').stop().animate({opacity:1}, 1000);
    		})
    		$('.img_grayscale').mouseout(function(){
    			$(this).stop().animate({opacity:0}, 1000);
    		});
    	});
    
    	// Grayscale w canvas method
    	function grayscale(src){
            var canvas = document.createElement('canvas');
    		var ctx = canvas.getContext('2d');
            var imgObj = new Image();
    		imgObj.src = src;
    		canvas.width = imgObj.width;
    		canvas.height = imgObj.height;
    		ctx.drawImage(imgObj, 0, 0);
    		var imgPixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
    		for(var y = 0; y < imgPixels.height; y++){
    			for(var x = 0; x < imgPixels.width; x++){
    				var i = (y * 4) * imgPixels.width + x * 4;
    				var avg = (imgPixels.data[i] + imgPixels.data[i + 1] + imgPixels.data[i + 2]) / 3;
    				imgPixels.data[i] = avg;
    				imgPixels.data[i + 1] = avg;
    				imgPixels.data[i + 2] = avg;
    			}
    		}
    		ctx.putImageData(imgPixels, 0, 0, 0, 0, imgPixels.width, imgPixels.height);
    		return canvas.toDataURL();
        }
    
    </script>

    I’ve tried using jQuery instead of $, and other similar things I’ve seen suggested with no luck.

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