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HTML

              
                <img id="test" src="https://unsplash.it/640/425?image=40">

<div id="test2"></div>
              
            
!

CSS

              
                #test2 img {
	max-width: 400px;
	max-height: 400px;
}
              
            
!

JS

              
                // Image to Pixel Art Converter
// This script converts any image in the DOM to pixel art by:
// 1. Reducing the resolution (creating larger "pixels")
// 2. Reducing the color palette
// 3. Rendering the result either to a new DOM element or a specified target element

/**
 * Convert an image to pixel art
 * @param {string} imageSelector - CSS selector for the source image
 * @param {number} pixelSize - Size of each "pixel" block (higher = more blocky)
 * @param {number} colorCount - Number of colors in the reduced palette
 * @param {HTMLElement} targetElement - Optional DOM element to render the result to
 * @returns {Promise<HTMLImageElement>} - The created pixel art image element
 */
function convertToPixelArt(imageSelector, pixelSize = 8, colorCount = 16, targetElement = null) {
  return new Promise((resolve, reject) => {
    // Get the image from the DOM
    const originalImage = document.querySelector(imageSelector);
    if (!originalImage) {
      const error = new Error(`Image not found with selector: ${imageSelector}`);
      console.error(error);
      reject(error);
      return;
    }

    // Create a new image element to ensure the original image is fully loaded
    const img = new Image();
    img.crossOrigin = "Anonymous";  // Handle cross-origin issues if needed
    
    // Set up onload handler before setting src
    img.onload = function() {
      try {
        // Create canvas elements for processing
        const smallCanvas = document.createElement('canvas');
        const smallCtx = smallCanvas.getContext('2d', { willReadFrequently: true });
        
        const finalCanvas = document.createElement('canvas');
        const finalCtx = finalCanvas.getContext('2d', { willReadFrequently: true });
        
        // Calculate dimensions
        const width = img.naturalWidth;
        const height = img.naturalHeight;
        
        // Calculate the reduced size for pixelation
        const smallWidth = Math.max(1, Math.floor(width / pixelSize));
        const smallHeight = Math.max(1, Math.floor(height / pixelSize));
        
        // Step 1: Reduce the image resolution
        smallCanvas.width = smallWidth;
        smallCanvas.height = smallHeight;
        smallCtx.drawImage(img, 0, 0, smallWidth, smallHeight);
        
        // Step 2: Get the pixel data and reduce colors
        const imageData = smallCtx.getImageData(0, 0, smallWidth, smallHeight);
        const reducedPixels = reduceColors(imageData.data, colorCount);
        
        // Create new ImageData to hold our reduced-color image
        const reducedImageData = new ImageData(
          new Uint8ClampedArray(reducedPixels), 
          smallWidth, 
          smallHeight
        );
        smallCtx.putImageData(reducedImageData, 0, 0);
        
        // Step 3: Scale it back up with pixelated rendering
        finalCanvas.width = width;
        finalCanvas.height = height;
        finalCtx.imageSmoothingEnabled = false; // Critical for pixelated look
        finalCtx.drawImage(
          smallCanvas,
          0, 0, smallWidth, smallHeight,
          0, 0, width, height
        );
        
        // Create the pixel art image
        const pixelArtImage = new Image();
        pixelArtImage.onload = function() {
          // Set basic properties
          pixelArtImage.style.width = width + 'px';
          pixelArtImage.style.height = height + 'px';
          pixelArtImage.className = 'pixel-art';
          pixelArtImage.id = originalImage.id ? originalImage.id + '-pixel' : 'pixel-art-image';
          pixelArtImage.alt = (originalImage.alt || 'Image') + ' (Pixel Art)';
          
          if (targetElement) {
            // If a target element is provided, place the pixel art image there
            while (targetElement.firstChild) {
              targetElement.removeChild(targetElement.firstChild);
            }
            targetElement.appendChild(pixelArtImage);
          } else {
            // Otherwise, insert the new image after the original
            originalImage.parentNode.insertBefore(pixelArtImage, originalImage.nextSibling);
          }
          
          // Resolve the promise with the new image
          resolve(pixelArtImage);
        };
        
        // Set the source of the pixel art image
        pixelArtImage.src = finalCanvas.toDataURL('image/png');
      } catch (error) {
        console.error('Error processing image:', error);
        reject(error);
      }
    };
    
    // Handle image loading errors
    img.onerror = function(error) {
      console.error('Error loading image:', error);
      reject(new Error('Failed to load the image'));
    };
    
    // Start loading the image
    img.src = originalImage.src;
    
    // If the image is already loaded in cache, manually trigger the onload
    if (img.complete) {
      img.onload();
    }
  });
}

/**
 * Function to reduce the number of colors in the image
 * @param {Uint8ClampedArray} pixels - The pixel data from canvas
 * @param {number} colorCount - Number of colors to reduce to
 * @returns {Uint8ClampedArray} - Processed pixel data with reduced colors
 */
function reduceColors(pixels, colorCount) {
  // Create a copy of the pixels array to avoid modifying the original
  const result = new Uint8ClampedArray(pixels.length);
  
  // Extract RGB values from non-transparent pixels
  const rgbValues = [];
  for (let i = 0; i < pixels.length; i += 4) {
    if (pixels[i+3] > 128) { // Only consider pixels that aren't very transparent
      rgbValues.push({
        index: i,
        color: [pixels[i], pixels[i+1], pixels[i+2]]
      });
    }
    
    // Copy alpha channel directly
    result[i+3] = pixels[i+3];
  }
  
  // If we don't have enough pixels, return the original
  if (rgbValues.length <= colorCount) {
    return pixels;
  }
  
  // Get a color palette using median cut algorithm
  const palette = medianCut(rgbValues.map(p => p.color), colorCount);
  
  // Map each pixel to its closest color in the palette
  for (let i = 0; i < pixels.length; i += 4) {
    // Skip fully transparent pixels
    if (pixels[i+3] < 128) {
      result[i] = 0;
      result[i+1] = 0;
      result[i+2] = 0;
      continue;
    }
    
    const pixelColor = [pixels[i], pixels[i+1], pixels[i+2]];
    const closestColor = findClosestColor(pixelColor, palette);
    
    result[i] = closestColor[0];     // R
    result[i+1] = closestColor[1];   // G
    result[i+2] = closestColor[2];   // B
  }
  
  return result;
}

/**
 * Simple implementation of median cut algorithm for color quantization
 * @param {Array} colors - Array of RGB color arrays
 * @param {number} colorCount - Number of colors to reduce to
 * @returns {Array} - Array of representative colors (the palette)
 */
function medianCut(colors, colorCount) {
  // Start with one bucket containing all colors
  let buckets = [{
    colors: colors
  }];
  
  // Split buckets until we have enough
  while (buckets.length < colorCount) {
    // Find the bucket with the largest range
    let bucketToSplit = 0;
    let maxRange = 0;
    
    for (let i = 0; i < buckets.length; i++) {
      const bucket = buckets[i];
      if (!bucket.range) {
        // Calculate color ranges for this bucket
        const ranges = [0, 0, 0]; // R, G, B ranges
        
        for (let j = 0; j < 3; j++) {
          let min = 255;
          let max = 0;
          
          for (const color of bucket.colors) {
            if (color[j] < min) min = color[j];
            if (color[j] > max) max = color[j];
          }
          
          ranges[j] = max - min;
        }
        
        // Store the maximum range and its channel
        bucket.range = Math.max(...ranges);
        bucket.rangeChannel = ranges.indexOf(bucket.range);
      }
      
      if (bucket.range > maxRange) {
        maxRange = bucket.range;
        bucketToSplit = i;
      }
    }
    
    // If no good split is found, break
    if (maxRange === 0) break;
    
    // Split the chosen bucket
    const bucket = buckets[bucketToSplit];
    const channel = bucket.rangeChannel;
    
    // Sort colors by the chosen channel
    bucket.colors.sort((a, b) => a[channel] - b[channel]);
    
    // Find median point
    const medianIndex = Math.floor(bucket.colors.length / 2);
    
    // Create two new buckets
    buckets.splice(bucketToSplit, 1, 
      { colors: bucket.colors.slice(0, medianIndex) },
      { colors: bucket.colors.slice(medianIndex) }
    );
  }
  
  // Calculate the average color for each bucket
  return buckets.map(bucket => {
    if (bucket.colors.length === 0) {
      return [0, 0, 0]; // Default to black if empty
    }
    
    const sum = [0, 0, 0];
    for (const color of bucket.colors) {
      sum[0] += color[0];
      sum[1] += color[1];
      sum[2] += color[2];
    }
    
    return [
      Math.round(sum[0] / bucket.colors.length),
      Math.round(sum[1] / bucket.colors.length),
      Math.round(sum[2] / bucket.colors.length)
    ];
  });
}

/**
 * Find the closest color in the palette to a pixel
 * @param {Array} pixel - RGB array of the pixel color
 * @param {Array} palette - Array of RGB arrays for the color palette
 * @returns {Array} - The closest color from the palette
 */
function findClosestColor(pixel, palette) {
  let minDistance = Infinity;
  let closestColor = null;
  
  for (const color of palette) {
    const distance = colorDistance(pixel, color);
    if (distance < minDistance) {
      minDistance = distance;
      closestColor = color;
    }
  }
  
  return closestColor;
}

/**
 * Calculate the color distance (weighted Euclidean distance in RGB space)
 * @param {Array} color1 - First RGB color array
 * @param {Array} color2 - Second RGB color array
 * @returns {number} - Distance between the colors
 */
function colorDistance(color1, color2) {
  // Weighted RGB distance - human eyes are more sensitive to green
  const rDiff = color1[0] - color2[0];
  const gDiff = color1[1] - color2[1];
  const bDiff = color1[2] - color2[2];
  
  return Math.sqrt(0.3 * rDiff * rDiff + 0.59 * gDiff * gDiff + 0.11 * bDiff * bDiff);
}

// Usage examples:
// 1. Basic usage with default placement:
//    convertToPixelArt('#my-image', 8, 16)
//      .then(pixelArtImage => console.log('Conversion complete!'))
//      .catch(error => console.error('Error:', error));
//
// 2. With custom target element:
//    convertToPixelArt('#my-image', 8, 16, document.getElementById('output-container'))
//      .then(pixelArtImage => console.log('Pixel art rendered to target element'))
//      .catch(error => console.error('Error:', error));

convertToPixelArt('#test', 8, 16, document.querySelector('#test2'))
  .then(pixelArtImage => console.log('Pixel art rendered to target element'))
  .catch(error => console.error('Error:', error));
console.log('done');
              
            
!
999px

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