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HTML

              
                <!--
<img id="test" src="https://unsplash.it/640/425?image=40">
-->
<img id="test" src="https://assets.codepen.io/74045/pawel-kadysz-gEMnbCz0Aqw-unsplash.jpg">
<div id="test2"></div>
              
            
!

CSS

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

JS

              
                // Atari 2600 Style Image Converter
// This script converts any image in the DOM to look like Atari 2600 graphics by:
// 1. Reducing the resolution (160x192 max, with chunky "pixels")
// 2. Applying the limited Atari 2600 NTSC color palette (128 colors, with practical limitations)
// 3. Enforcing scanline and sprite-like limitations
// 4. Adding CRT TV effects (optional)

/**
 * Convert an image to Atari 2600 graphics style
 * @param {string} imageSelector - CSS selector for the source image
 * @param {HTMLElement} targetElement - Optional DOM element to render the result to
 * @param {Object} options - Optional configuration options
 * @returns {Promise<HTMLImageElement>} - The created Atari-style image element
 */
function convertToAtari2600(imageSelector, targetElement = null, options = {}) {
  // Set default options
  const defaultOptions = {
    horizontalResolution: 160,  // Atari 2600 max horizontal resolution
    scanlineEffect: true,       // Add scanlines
    crtEffect: true,            // Add CRT screen effect
    spriteLimitations: true,    // Enforce sprite-like limitations per scanline
    background: '#000000'       // Background color
  };
  
  // Merge provided options with defaults
  const settings = { ...defaultOptions, ...options };
  
  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";
    
    img.onload = function() {
      try {
        // Get dimensions
        const originalWidth = img.naturalWidth;
        const originalHeight = img.naturalHeight;
        
        // Calculate aspect ratio (Atari had ~1:1.2 pixels)
        const targetWidth = settings.horizontalResolution;
        const targetHeight = Math.floor(originalHeight * (targetWidth / originalWidth));
        
        // Create working canvas
        const canvas = document.createElement('canvas');
        const ctx = canvas.getContext('2d', { willReadFrequently: true });
        canvas.width = targetWidth;
        canvas.height = targetHeight;
        
        // Draw image at Atari resolution
        ctx.fillStyle = settings.background;
        ctx.fillRect(0, 0, canvas.width, canvas.height);
        ctx.drawImage(img, 0, 0, targetWidth, targetHeight);
        
        // Get image data
        const imageData = ctx.getImageData(0, 0, targetWidth, targetHeight);
        const pixels = imageData.data;
        
        // Apply Atari 2600 color palette and limitations
        applyAtari2600Limitations(pixels, targetWidth, targetHeight, settings);
        
        // Put processed pixels back
        ctx.putImageData(imageData, 0, 0);
        
        // Create the final display canvas (can be larger for better visibility)
        const displayScale = Math.min(4, Math.floor(800 / targetWidth));
        const displayCanvas = document.createElement('canvas');
        const displayCtx = displayCanvas.getContext('2d');
        
        // Set the display size
        const displayWidth = targetWidth * displayScale;
        const displayHeight = targetHeight * displayScale;
        displayCanvas.width = displayWidth;
        displayCanvas.height = displayHeight;
        
        // Fill with background color first
        displayCtx.fillStyle = settings.background;
        displayCtx.fillRect(0, 0, displayWidth, displayHeight);
        
        // Draw scaled image with no smoothing for pixelated look
        displayCtx.imageSmoothingEnabled = false;
        displayCtx.drawImage(canvas, 0, 0, displayWidth, displayHeight);
        
        // Add CRT effect if enabled
        if (settings.crtEffect) {
          applyCRTEffect(displayCtx, displayWidth, displayHeight);
        }
        
        // Create the Atari-style image
        const atariImage = new Image();
        atariImage.onload = function() {
          // Set basic properties
          atariImage.style.width = displayWidth + 'px';
          atariImage.style.height = displayHeight + 'px';
          atariImage.className = 'atari-2600-image';
          atariImage.id = originalImage.id ? originalImage.id + '-atari' : 'atari-2600-image';
          atariImage.alt = (originalImage.alt || 'Image') + ' (Atari 2600 Style)';
          
          if (targetElement) {
            // If a target element is provided, place the Atari image there
            while (targetElement.firstChild) {
              targetElement.removeChild(targetElement.firstChild);
            }
            targetElement.appendChild(atariImage);
          } else {
            // Otherwise, insert the new image after the original
            originalImage.parentNode.insertBefore(atariImage, originalImage.nextSibling);
          }
          
          // Resolve the promise with the new image
          resolve(atariImage);
        };
        
        // Set the source of the Atari image
        atariImage.src = displayCanvas.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();
    }
  });
}

/**
 * Apply Atari 2600 color palette and technical limitations to image data
 * @param {Uint8ClampedArray} pixels - The pixel data to process
 * @param {number} width - Image width
 * @param {number} height - Image height
 * @param {Object} settings - Configuration settings
 */
function applyAtari2600Limitations(pixels, width, height, settings) {
  // Atari 2600 NTSC palette - a subset of the actual palette that was commonly used
  // These are the most representative/usable colors from the Atari 2600 NTSC palette
  const atariPalette = [
    [0, 0, 0],       // Black
    [64, 64, 64],    // Dark Gray
    [108, 108, 108], // Light Gray
    [255, 255, 255], // White
    [152, 34, 32],   // Red
    [88, 16, 16],    // Dark Red
    [228, 52, 52],   // Bright Red
    [111, 44, 0],    // Brown
    [203, 100, 34],  // Orange
    [223, 136, 60],  // Light Orange
    [88, 80, 0],     // Dark Green
    [146, 144, 0],   // Green
    [104, 156, 0],   // Bright Green
    [28, 108, 124],  // Teal
    [52, 56, 148],   // Dark Blue
    [100, 100, 224], // Blue
    [144, 144, 255], // Light Blue
    [120, 28, 128],  // Purple
    [184, 68, 176],  // Magenta
    [164, 96, 224]   // Lavender
  ];
  
  // Get background color for this frame - Atari 2600 could only have one background color
  // We'll find the most common color in the image for this
  const colorCounts = {};
  for (let i = 0; i < pixels.length; i += 4) {
    if (pixels[i+3] < 128) continue; // Skip transparent pixels
    
    const r = Math.floor(pixels[i] / 32) * 32;     // Quantize to reduce unique colors
    const g = Math.floor(pixels[i+1] / 32) * 32;
    const b = Math.floor(pixels[i+2] / 32) * 32;
    const colorKey = `${r},${g},${b}`;
    
    colorCounts[colorKey] = (colorCounts[colorKey] || 0) + 1;
  }
  
  // Find the most common color
  let backgroundColor = [0, 0, 0]; // Default to black
  let maxCount = 0;
  for (const colorKey in colorCounts) {
    if (colorCounts[colorKey] > maxCount) {
      maxCount = colorCounts[colorKey];
      backgroundColor = colorKey.split(',').map(Number);
    }
  }
  
  // Find the closest Atari color to our detected background
  const bgAtariColor = findClosestAtariColor(backgroundColor, atariPalette);
  
  // Process each scanline individually to enforce Atari limitations
  for (let y = 0; y < height; y++) {
    // On Atari 2600, each scanline had very limited sprite capabilities
    // We can only have a limited number of different colors per scan line
    const lineColors = new Set();
    lineColors.add(bgAtariColor.join(','));  // Background is always available
    
    // First pass: identify most important colors in this scanline
    const lineColorCounts = {};
    
    for (let x = 0; x < width; x++) {
      const i = (y * width + x) * 4;
      if (pixels[i+3] < 128) continue; // Skip transparent pixels
      
      const r = pixels[i];
      const g = pixels[i+1];
      const b = pixels[i+2];
      const colorKey = `${r},${g},${b}`;
      
      lineColorCounts[colorKey] = (lineColorCounts[colorKey] || 0) + 1;
    }
    
    // Get top colors for this scanline (Atari could have ~3 sprite colors per line)
    const topColors = Object.entries(lineColorCounts)
      .sort((a, b) => b[1] - a[1])
      .slice(0, settings.spriteLimitations ? 3 : 8) // More colors if not enforcing sprite limits
      .map(entry => entry[0].split(',').map(Number));
    
    // Map these to closest Atari colors
    const scanlineColors = topColors.map(color => {
      const atariColor = findClosestAtariColor(color, atariPalette);
      return atariColor.join(',');
    });
    
    // Add these to our available colors for this scanline
    scanlineColors.forEach(color => lineColors.add(color));
    
    // Convert lineColors set back to array of arrays
    const availableColors = Array.from(lineColors).map(c => c.split(',').map(Number));
    
    // Second pass: apply the limited colors to this scanline
    for (let x = 0; x < width; x++) {
      const i = (y * width + x) * 4;
      if (pixels[i+3] < 128) {
        // For transparent pixels, use background color
        pixels[i] = bgAtariColor[0];
        pixels[i+1] = bgAtariColor[1];
        pixels[i+2] = bgAtariColor[2];
        pixels[i+3] = 255;
        continue;
      }
      
      const pixelColor = [pixels[i], pixels[i+1], pixels[i+2]];
      const closestColor = findClosestColor(pixelColor, availableColors);
      
      pixels[i] = closestColor[0];
      pixels[i+1] = closestColor[1];
      pixels[i+2] = closestColor[2];
      
      // Atari 2600 had consistent full opacity
      pixels[i+3] = 255;
      
      // Apply scanline effect (darker every other line)
      if (settings.scanlineEffect && y % 2 === 1) {
        pixels[i] = Math.max(0, pixels[i] - 30);
        pixels[i+1] = Math.max(0, pixels[i+1] - 30);
        pixels[i+2] = Math.max(0, pixels[i+2] - 30);
      }
    }
    
    // Atari 2600 also had a "playfield" which had mirrored left/right halves
    // We can simulate this by copying pixels from left to right (for authenticity)
    if (settings.spriteLimitations) {
      const midpoint = Math.floor(width / 2);
      for (let x = 0; x < midpoint; x++) {
        // Only mirror certain portions to maintain image recognizability
        if (Math.random() < 0.3) { // 30% chance of mirroring any given pixel
          const leftIdx = (y * width + x) * 4;
          const rightIdx = (y * width + (width - 1 - x)) * 4;
          
          // Copy left to right
          pixels[rightIdx] = pixels[leftIdx];
          pixels[rightIdx+1] = pixels[leftIdx+1];
          pixels[rightIdx+2] = pixels[leftIdx+2];
        }
      }
    }
  }
}

/**
 * Find the closest color in the Atari 2600 palette to a given color
 * @param {Array} color - RGB color to match
 * @param {Array} palette - Atari 2600 color palette
 * @returns {Array} - The closest Atari color
 */
function findClosestAtariColor(color, palette) {
  return findClosestColor(color, palette);
}

/**
 * Find the closest color in a palette to a given color
 * @param {Array} color - RGB color to match
 * @param {Array} palette - Color palette to search
 * @returns {Array} - The closest color from the palette
 */
function findClosestColor(color, palette) {
  let minDistance = Infinity;
  let closestColor = palette[0]; // Default to first color
  
  for (const paletteColor of palette) {
    const distance = colorDistance(color, paletteColor);
    if (distance < minDistance) {
      minDistance = distance;
      closestColor = paletteColor;
    }
  }
  
  return closestColor;
}

/**
 * Calculate color distance weighted for human perception
 * @param {Array} color1 - First RGB color
 * @param {Array} color2 - Second RGB color
 * @returns {number} - Perceptual distance between colors
 */
function colorDistance(color1, color2) {
  // Use a perceptual color distance formula (weighted Euclidean)
  const rMean = (color1[0] + color2[0]) / 2;
  const rDiff = color1[0] - color2[0];
  const gDiff = color1[1] - color2[1];
  const bDiff = color1[2] - color2[2];
  
  // Weights based on human perception
  const rWeight = 2 + rMean / 256;
  const gWeight = 4.0;
  const bWeight = 2 + (255 - rMean) / 256;
  
  return Math.sqrt(
    rWeight * rDiff * rDiff + 
    gWeight * gDiff * gDiff + 
    bWeight * bDiff * bDiff
  );
}

/**
 * Apply CRT screen effect to the canvas
 * @param {CanvasRenderingContext2D} ctx - Canvas context
 * @param {number} width - Canvas width
 * @param {number} height - Canvas height
 */
function applyCRTEffect(ctx, width, height) {
  // Add TV scanlines
  ctx.globalCompositeOperation = 'multiply';
  
  // Add scanlines
  for (let y = 0; y < height; y += 2) {
    ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
    ctx.fillRect(0, y, width, 1);
  }
  
  // Add slight screen curvature and CRT glow
  ctx.globalCompositeOperation = 'source-over';
  
  // Create radial gradient for CRT effect
  const gradient = ctx.createRadialGradient(
    width / 2, height / 2, 0,
    width / 2, height / 2, width * 0.7
  );
  gradient.addColorStop(0, 'rgba(255, 255, 255, 0)');
  gradient.addColorStop(0.5, 'rgba(30, 30, 30, 0)');
  gradient.addColorStop(1, 'rgba(0, 0, 0, 0.4)');
  
  // Apply the gradient
  ctx.fillStyle = gradient;
  ctx.fillRect(0, 0, width, height);
  
  // Add slight color bleeding (chromatic aberration)
  ctx.globalCompositeOperation = 'screen';
  ctx.fillStyle = 'rgba(255, 0, 0, 0.03)';
  ctx.fillRect(1, 0, width, height);
  ctx.fillStyle = 'rgba(0, 0, 255, 0.03)';
  ctx.fillRect(-1, 0, width, height);
  
  // Reset composite operation
  ctx.globalCompositeOperation = 'source-over';
}

// Usage examples:
// 1. Basic usage with default placement:
//    convertToAtari2600('#my-image')
//      .then(atariImage => console.log('Conversion complete!'))
//      .catch(error => console.error('Error:', error));
//
// 2. With custom target element:
//    convertToAtari2600('#my-image', document.getElementById('output-container'))
//      .then(atariImage => console.log('Atari conversion rendered to target element'))
//      .catch(error => console.error('Error:', error));
//
// 3. With custom options:
//    convertToAtari2600('#my-image', document.getElementById('output'), {
//      horizontalResolution: 120,
//      scanlineEffect: true,
//      crtEffect: true,
//      spriteLimitations: true,
//      background: '#000000'
//    })
//    .then(atariImage => console.log('Custom Atari conversion complete!'))
//    .catch(error => console.error('Error:', error));


convertToAtari2600('#test', document.getElementById('test2'))
.then(atariImage => console.log('Atari conversion rendered to target element'))
.catch(error => console.error('Error:', error));

              
            
!
999px

Console