getUserMedia is a method specified as part of WebRTC that allows access to the microphone and webcam of users.
// The video element on the page to display the webcam
let video = document.getElementById('thevideo');
// Constraints - what do we want?
let constraints = { audio: false, video: true }
// Prompt the user for permission, get the stream
navigator.mediaDevices.getUserMedia(constraints).then(function(stream) {
/* Use the stream */
// Attach to our video object
video.srcObject = stream;
// Wait for the stream to load enough to play
video.onloadedmetadata = function(e) {
video.play();
};
})
.catch(function(err) {
/* Handle the error */
alert(err);
});
One cool aspect of this is that you can draw the video on to a canvas as well (perhaps to manipulate it):
// Canvas element on the page
var thecanvas = document.getElementById('thecanvas');
var thecontext = thecanvas.getContext('2d');
var draw = function() {
// Draw the video onto the canvas
thecontext.drawImage(video,0,0,video.width,video.height);
document.getElementById('imagefile').src = dataUrl;
// Draw again in 3 seconds
setTimeout(draw,3000);
};
draw();
From the canvas, you can create an image and send that via Socket.io to everyone else, making a poor persons video server:
// Create a data URL from the canvas
var dataUrl = thecanvas.toDataURL('image/webp', 1);
// Optionally draw it to an image object to make sure it works
document.getElementById('imagefile').src = dataUrl;
// Send it via our socket server the same way as we send the image
socket.emit('image', dataUrl);
More Information: Capturing Audio and Video in HTML5