/KineticJS

KineticJS is an HTML5 Canvas JavaScript framework that extends the 2d context by enabling canvas interactivity for desktop and mobile applications.

Primary LanguageJavaScript

Before doing all dev stuff make sure you have node installed. After that, run npm install --dev in the main directory to install the node module dependencies.

Run grunt --help to see all build options.

#Building the KineticJS Framework

To build a development version of the framework, run grunt dev. To run a full build, which also produces the minified version and the individually minified modules for the custom build, run grunt full. You can also run grunt beta to generate a beta version.

If you add a file in the src directory, be sure to add the filename to the sourceFiles array variable in Gruntfile.js.

#Testing

Build Status

KineticJS uses Mocha for testing.

  • If you need run test only one time run grunt test.
  • While developing it is easy to use grunt server with watch task. Just run it and go to http://localhost:8080/test/runner.html. After src file change kinetic-dev.js will be automatically created, so you just need refresh test the page.

KineticJS is covered with hundreds of tests and well over a thousand assertions. KineticJS uses TDD (test driven development) which means that every new feature or bug fix is accompanied with at least one new test.

#Generation documentation

Run grunt docs and see created 'documentation' folder.

#NodeJS

Support of NodeJS is in alpha state! And not published in npm.

We are using (node-canvas)[https://github.com/LearnBoost/node-canvas] to create canvas element.

###Example

var fs = require('fs'),
    Kinetic = require('KineticJS');

var layer = new Kinetic.Layer({
    width : 200,
    height : 200
});

var rect = new Kinetic.Rect({
    width : 100,
    height : 100,
    x : 50,
    y : 50,
    fill : 'green'
});
var text = new Kinetic.Text({
    text : 'Generated inside node js',
    x : 20,
    y : 20,
    fill : 'black'
});
layer.add(rect).add(text);
layer.draw();

var stream = layer.createPNGStream();
var file = fs.createWriteStream(__dirname + '/helloworld.png');
stream.on('data', function(chunk) {
  file.write(chunk);
});

#Pull Requests I'd be happy to review any pull requests that may better the KineticJS project, in particular if you have a bug fix, enhancement, or a new shape (see src/shapes for examples). Before doing so, please first make sure that all of the tests pass (grunt test).