Share your code. npm Orgs help your team discover, share, and reuse code. Create a free org »


    phantomjssmith Build status

    PhantomJS engine for spritesmith.


    This depends on having phantomjs installed on your machine. This can be done globally as listed on the PhantomJS website or locally via the node module wrapper. This module has been tested against 1.9.2 and 1.9.8.

    Global installation

    PhantomJS installation instructions can be found on the PhantomJS website. When phantomjssmith is running, phantomjs must be resolvable via the PATH environment variable.

    Local installation

    A phantomjs wrapper can be install via: npm install phantomjs

    When running your phantomjssmith task, it must have node_modules/.bin/ in the PATH environment variable. The easiest way to accomplish this is by using npm scripts:

    // Inside our `package.json`
      "scripts": {
        "build": "grunt sprite"
    # Runs `grunt sprite` with `node_modules/.bin/` appended to `PATH` 
    npm run build

    Getting Started

    Install the module with: npm install phantomjssmith

    // Load in our dependencies
    var Phantomjssmith = require('phantomjssmith');
    // Create a new engine
    var phantomjssmith = new Phantomjssmith();
    // Interpret some images from disk
    phantomjssmith.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 = phantomjssmith.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 null for image (uses provided filepath)

    We accept but don't fully support the following types of images:

    • image Object - Vinyl object with buffer for image (ignores contents, uses provided filepath)
    • image Object - Vinyl object with stream for image (ignores contents, uses provided filepath)


    Our export method provides support for the following options:

    • options Object
      • timeout Number - Milliseconds to wait until automatically terminating PhantomJS script
        • By default, this is 10000 (10 seconds).
      • format String - Output image format to callback with. Currently, png and jpeg are available.
      • quality Number - If you are outputting a jpeg, the quality can be specified from 0 to 100.


    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.


    Support this project and others by twolfson via donations.


    Copyright (c) 2013 Todd Wolfson

    Licensed under the MIT license.


    npm i phantomjssmith

    Downloadslast 7 days






    last publish


    • avatar