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javascript - How to convert array of png image data into video file

I am getting frames from canvas through canvas.getDataURL().

However, now I have an array of png images, but I want a video file.

How do I do this?

var canvas = document.getElementById("mycanvaselementforvideocapturing");
var pngimages = [];
...
setInterval(function(){pngimages.push(canvas.toDataURL())}, 1000);
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For a full browser support way, you'll have to send your image batch to the server then use some server-side program to do the encoding.

FFmpeg might be able to do it.

But in newest browsers the canvas.captureStream method, has been implemented. It will convert your canvas drawings to a webm video stream, recordable with a MediaRecorder. All of this is still not stabilized though, and will only be available in latest version of browsers, probably with some flags set in user's preferences (e.g chrome needs the "Experimental Web Platforms" one).

var cStream,
  recorder,
  chunks = [];

rec.onclick = function() {
  this.textContent = 'stop recording';
  // set the framerate to 30FPS
  var cStream = canvas.captureStream(30);
  // create a recorder fed with our canvas' stream
  recorder = new MediaRecorder(cStream);
  // start it
  recorder.start();
  // save the chunks
  recorder.ondataavailable = saveChunks;

  recorder.onstop = exportStream;
  // change our button's function
  this.onclick = stopRecording;
};

function saveChunks(e) {

  chunks.push(e.data);

}

function stopRecording() {

  recorder.stop();

}


function exportStream(e) {
  // combine all our chunks in one blob
  var blob = new Blob(chunks)
    // do something with this blob
  var vidURL = URL.createObjectURL(blob);
  var vid = document.createElement('video');
  vid.controls = true;
  vid.src = vidURL;
  vid.onended = function() {
    URL.revokeObjectURL(vidURL);
  }
  document.body.insertBefore(vid, canvas);
}

// make something move on the canvas
var x = 0;
var ctx = canvas.getContext('2d');

var anim = function() {
  x = (x + 2) % (canvas.width + 100);
  // there is no transparency in webm,
  // so we need to set a background otherwise every transparent pixel will become opaque black
  ctx.fillStyle = 'ivory';
  ctx.fillRect(0, 0, canvas.width, canvas.height);
  ctx.fillStyle = 'black';
  ctx.fillRect(x - 50, 20, 50, 50)
  requestAnimationFrame(anim);
};
anim();
<canvas id="canvas" width="500" height="200"></canvas>
<button id="rec">record</button>

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