Let’s start by loading the canvas object. This is so that we can use JavaScript or not depending on how you want to code. You may also want to modify the size of the canvas. Of course if you have a larger scale, you may need a larger canvas as well.
As you make changes to the code, you may want to change the view, and maybe even the settings of the layers. To do this, you would change the image layer and then change the layer mask.
The second picture is the Transform object. It will transform the elements of the canvas. You can rotate, or scale, or flip the images. In the case of rotating, just use the right and left axis. Use the PIXI.clip property to apply the rotation to an object of your choice.
Now the third image is the text field. If you like to use a light blue background, I recommend using ‘PSD or JPEG’, which is a format to save and resize images. If you’re only interested in images, or just want to create images with a more ‘standard’ color, use a different kind of file. If you would like to include the alpha channel, I suggest saving the file in .png format.
The fourth image is the div element and the order must be the same as the previous image, but the first attribute is the ‘alt’. You can find out how to get the alt attribute by clicking on the ‘src’ tag.
The last image is the top of the canvas. This is called the ‘alt’, so I always use it first. At the bottom of the image is the ‘alt’, which you should use last because it is the one that is displayed first.
Next you will want to set the attributes. The title attribute is where you will put the title of the ‘class’.
Set the ‘class’ to ‘myclass’. This should automatically create a new object with the name ‘myclass’. The ‘propertyName’ attribute is where you can put the value of the property. The ‘data’ attribute is where you can put the data for the object.
The ‘fromObject’ attribute is where you can put the source of the ‘toObject’. This is very important because if you do not do this, you will get an error from the window object. Finally the ‘src’ attribute is where you want to place the source of the image.
So here you can see all the classes, properties, and attributes. If you look at the code, you can see the source of the ‘fromObject’ and then the ‘toObject’. That’s the JavaScript Object Model, and it has everything you need.
There are many ways to create your own JavaScript Object models. All you need to know is how to create objects and how to manipulate them.