# merge-images > Easily compose images together without messing around with canvas [![Build Status](https://travis-ci.org/lukechilds/merge-images.svg?branch=master)](https://travis-ci.org/lukechilds/merge-images) [![Coverage Status](https://coveralls.io/repos/github/lukechilds/merge-images/badge.svg?branch=master)](https://coveralls.io/github/lukechilds/merge-images?branch=master) [![npm](https://img.shields.io/npm/dm/merge-images.svg)](https://www.npmjs.com/package/merge-images) [![npm](https://img.shields.io/npm/v/merge-images.svg)](https://www.npmjs.com/package/merge-images) Canvas can be kind of a pain to work with sometimes, especially if you just need a canvas context to do something relatively simple like merge some images together. `merge-images` abstracts away all the repetitive tasks into one simple function call. Images can be overlaid on top of each other and repositioned. The function returns a Promise which resolves to a base64 data URI. Supports both the browser and Node.js. ## Install ```shell npm install --save merge-images ``` or for quick testing: ```html ``` ## Usage With the following images: `/body.png`|`/eyes.png`|`/mouth.png` ---|---|--- || You can do: ```js import mergeImages from 'merge-images'; mergeImages(['/body.png', '/eyes.png', '/mouth.png']) .then(b64 => document.querySelector('img').src = b64); // data:image/png;base64,iVBORw0KGgoAA... ``` And that would update the `img` element to show this image: ### Positioning Those source png images were already the right dimensions to be overlaid on top of each other. You can also supply an array of objects with x/y co-ords to manually position each image: ```js mergeImages([ { src: 'body.png', x: 0, y: 0 }, { src: 'eyes.png', x: 32, y: 0 }, { src: 'mouth.png', x: 16, y: 0 } ]) .then(b64 => ...); // data:image/png;base64,iVBORw0KGgoAA... ``` Using the same source images as above would output this: ### Opacity The opacity can also be tweaked on each image. ```js mergeImages([ { src: 'body.png' }, { src: 'eyes.png', opacity: 0.7 }, { src: 'mouth.png', opacity: 0.3 } ]) .then(b64 => ...); // data:image/png;base64,iVBORw0KGgoAA... ``` ### Dimensions By default the new image dimensions will be set to the width of the widest source image and the height of the tallest source image. You can manually specify your own dimensions in the options object: ```js mergeImages(['/body.png', '/eyes.png', '/mouth.png'], { width: 128, height: 128 }) .then(b64 => ...); // data:image/png;base64,iVBORw0KGgoAA... ``` Which will look like this: ## Node.js Usage Usage in Node.js is the same, however you'll need to also require [node-canvas](https://github.com/Automattic/node-canvas) and pass it in via the options object. ```js const mergeImages = require('merge-images'); const { Canvas, Image } = require('canvas'); mergeImages(['./body.png', './eyes.png', './mouth.png'], { Canvas: Canvas, Image: Image }) .then(b64 => ...); // data:image/png;base64,iVBORw0KGgoAA... ``` One thing to note is that you need to provide a valid image source for the node-canvas `Image` rather than a DOM `Image`. Notice the above example uses a file path, not a relative URL like the other examples. Check the [node-canvas docs](https://github.com/Automattic/node-canvas) for more information on valid `Image` sources. ## API ### mergeImages(images, [options]) Returns a Promise which resolves to a base64 data URI #### images Type: `array`
Default: `[]` Array of valid image sources for `new Image()`.
Alternatively an [array of objects](#positioning) with `x`/`y` co-ords and `src` property with a valid image source. #### options Type: `object` ##### options.format Type: `string`
Default: `'image/png'` A DOMString indicating the image format. ##### options.quality Type: `number`
Default: `0.92` A number between 0 and 1 indicating image quality if the requested format is image/jpeg or image/webp. ##### options.width Type: `number`
Default: `undefined` The width in pixels the rendered image should be. Defaults to the width of the widest source image. ##### options.height Type: `number`
Default: `undefined` The height in pixels the rendered image should be. Defaults to the height of the tallest source image. ##### options.Canvas Type: `Canvas`
Default: `undefined` Canvas implementation to be used to allow usage outside of the browser. e.g Node.js with node-canvas. ##### options.crossOrigin Type: `string`
Default: `undefined` The `crossOrigin` attribute that `Image` instances should use. e.g `Anonymous` to [support CORS-enabled images](https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_enabled_image). ## License MIT © Luke Childs