Here is a literal example of how to save canvas data to a file in Nodejs. The variable img
is a string generated by canvas.toDataURL()
. I've assumed you already know how to POST that string from the browser to your Nodejs server.
HTML snippet that generates the sample image I used:
<canvas id="foo" width="20px" height="20px"></canvas>
<script>
var ctx = $('#foo')[0].getContext('2d');
for (var x = 0; x < 20; x += 10) {
for (var y = 0; y < 20; y += 10) {
if (x == y) { ctx.fillStyle = '#000000'; }
else { ctx.fillStyle = '#8888aa'; }
ctx.fillRect(x, y, 10, 10);
}
}
console.log($('#foo')[0].toDataURL());
</script>
Nodejs snippet to decode the base64 data and save the image:
fs = require('fs');
sys = require('sys');
// string generated by canvas.toDataURL()
var img = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0"
+ "NAAAAKElEQVQ4jWNgYGD4Twzu6FhFFGYYNXDUwGFpIAk2E4dHDRw1cDgaCAASFOffhEIO"
+ "3gAAAABJRU5ErkJggg==";
// strip off the data: url prefix to get just the base64-encoded bytes
var data = img.replace(/^data:image/w+;base64,/, "");
var buf = new Buffer(data, 'base64');
fs.writeFile('image.png', buf);
Output:
与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…