I'm not using floating point values. I tweaked the upscaling to show you what I mean. At first I thought it was because I wasn't using absolute values or I wasn't multiplying width and height by multiples of 2 when resizing my sprites, but even when I do, the pixels blur. They're even blurry before resizing, you just have to zoom in a lot to see. Please take a look and see. Thanks.
This is obtained from Anti Aliasing. You can use: canvasContext.imageSmoothingEnabled = false;
to stop blurring.
Add this line in function doStuff()
function doStuff() {
canvasContext.drawImage(backgroundImage, 0, 0);
canvasContext.imageSmoothingEnabled = false; // <--- ADD THIS LINE
canvasContext.drawImage(zurg, frame1x, frame1y, 32, 64, (zurgx - (16 * (zurgSize - 1))), (zurgy - (32 * (zurgSize - 1))), 32 * zurgSize, 64 * zurgSize);
animate();
document.addEventListener('keydown', function (e) {
if (e.keyCode == 40) holdingDown = true;
if (e.keyCode == 39) holdingRight = true;
if (e.keyCode == 38) holdingUp = true;
if (e.keyCode == 37) holdingLeft = true;
});
document.addEventListener('keyup', function (e) {
if (e.keyCode == 40) holdingDown = false;
if (e.keyCode == 39) holdingRight = false;
if (e.keyCode == 38) holdingUp = false;
if (e.keyCode == 37) holdingLeft = false;
});
}