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canvassmith Build status

node-canvas engine for spritesmith.


Due to dependance on node-canvas, you must install Cairo.

Instructions on how to do this are provided in the node-canvas wiki.

Additionally, you will need to install node-gyp.

npm install -g node-gyp

Getting Started

Install the module with: npm install canvassmith

// Load in our dependencies 
var Canvassmith = require('canvassmith');
// Create a new engine 
var canvassmith = new Canvassmith();
// Interpret some images from disk 
canvassmith.createImages(['img1.jpg', 'img2.png'], function handleImages (err, imgs) {
  // If there was an error, throw it 
  if (err) {
    throw err;
  // We recieve images in the same order they were given 
  imgs[0].width; // 50 (pixels) 
  imgs[0].height; // 100 (pixels) 
  // Create a canvas that fits our images (200px wide, 300px tall) 
  var canvas = canvassmith.createCanvas(200, 300);
  // Add the images to our canvas (at x=0, y=0 and x=50, y=100 respectively) 
  canvas.addImage(imgs[0], 0, 0);
  canvas.addImage(imgs[1], 50, 100);
  // Export canvas to image 
  var resultStream = canvas['export']({format: 'png'});
  resultStream; // Readable stream outputting PNG image of the canvas 


This module was built to the specification for spritesmith engines.

Specification version: 2.0.0

engine.createImages(images, cb)

Our createImages methods supports the following types of images:

  • image String - Filepath to image
  • image Object - Vinyl object with buffer for image (uses buffer)
  • image Object - Vinyl object with stream for image (uses stream)
  • image Object - Vinyl object with null for image (reads buffer from provided filepath)


In lieu of a formal styleguide, take care to maintain the existing coding style. Add unit tests for any new or changed functionality. Lint using npm run lint and test via npm test.


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Copyright (c) 2013 Todd Wolfson

Licensed under the MIT license.