It's a bit difficult I'm afraid. The problem is the display itself is write-only, so Bangle.js cannot read back what's on it - and there's only ~40kB RAM available so there can't be an offscreen buffer.
Define a new graphics object that's only 1bpp (black and white) which will fit in RAM, and then dump that...
g = Graphics.createArrayBuffer(240,240,1);
// draw...
g.dump(); // this prints the bitmap to the console of the Web IDE, then you can just copy/paste or screen grab
Potentially you could render the 16bpp image in slices, but that's a lot of work!
Espruino is a JavaScript interpreter for low-power Microcontrollers. This site is both a support community for Espruino and a place to share what you are working on.
It's a bit difficult I'm afraid. The problem is the display itself is write-only, so Bangle.js cannot read back what's on it - and there's only ~40kB RAM available so there can't be an offscreen buffer.
However there are some options:
Define a new graphics object that's only 1bpp (black and white) which will fit in RAM, and then dump that...
Potentially you could render the 16bpp image in slices, but that's a lot of work!