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authorFreeyorp <TheFreeYorp@NOSPAM.G.m.a.i.l.replace>2013-06-26 02:58:35 +1200
committerFreeyorp <TheFreeYorp@NOSPAM.G.m.a.i.l.replace>2013-06-26 02:58:35 +1200
commitda89573679309ad3c8ed11b93a806ea6384ba6fb (patch)
tree8b68ef02da4b8b1742e9c7ff49e1698f96e9edde /test/load.js
parent2cf8ba330dc60fa4c269c4fdb16716a1d9ad1e90 (diff)
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Implement dyeImage
Split loadImage into a common resource.js Add a compatability check for both canvas-node and browser functionality Note that the generated dyed image is off-by-one to the tested TMWW image. The algorithm needs verification and possibly correction. Either way, it's close enough by the eye.
Diffstat (limited to 'test/load.js')
-rw-r--r--test/load.js9
1 files changed, 8 insertions, 1 deletions
diff --git a/test/load.js b/test/load.js
index 97bee69..57e838e 100644
--- a/test/load.js
+++ b/test/load.js
@@ -2,7 +2,8 @@
process.env.TZ = "UTC";
var smash = require("smash"),
- jsdom = require("jsdom");
+ jsdom = require("jsdom"),
+ Canvas = require("canvas");
module.exports = function() {
var files = [].slice.call(arguments).map(function(d) { return "public/js/" + d; }),
@@ -40,10 +41,16 @@ module.exports = function() {
};
};
+ document.createCanvas = function() {
+ return new Canvas();
+ }
+
sandbox = {
console: console,
document: document,
window: document.createWindow(),
+ Canvas: Canvas,
+ Image: Canvas.Image
};
return topic;