Comments (1)
Perhaps the problem is in mixing async/await and .then approach. It would be correct to do it this way:
async createApngPlayer(url, ctx, options = {}) {
const imgBuffer = await this.getImgBuffer(url);
const apng = parseAPNG(imgBuffer);
Object.keys(options).forEach(key => { apng[key] = options[key]; });
await apng.createImages();
const player = await apng.getPlayer(ctx);
player.play();
return player;
}
from apng-js.
Related Issues (20)
- Release apng-js 1.1.1 HOT 1
- Can the same be done for WebP? HOT 3
- Seek to a certain frame HOT 4
- Player scaling HOT 3
- Simple implementation HOT 3
- Build failing HOT 1
- Play/stop/pause aPNG HOT 1
- Stop/play parsed aPNG HOT 12
- Possible to place the animation somewhere else on canvas? HOT 2
- I want to play the specified frame how to achieve? HOT 3
- frame show bug HOT 1
- Transparency applied to non-changed pixels? HOT 4
- Use in node.js HOT 3
- PNG to APNG in NodeJS? HOT 1
- help:I have an APNG image, which will be truncated a lot when placed in your demo HOT 4
- Modify and export new APNG
- Updating and contributing
- Apng is not supperted in some App。 Using apng-canvas solves this question。 But is Apng-js supported to the apng-canvas????? HOT 1
- Add type for this project. HOT 5
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from apng-js.