Well this question is actually answered by the dude from GoogleTechTalks in this video on javascript-based game engines.
http://www.youtube.com/watch?feature=player_detailpage&v=_RRnyChxijA#t=1610s
It should start at the point where it is explained.
Edit:
So I will summarize what is told in the video and provide a code-example.
It was a lot tougher than I had expected. The trick is to load your image onto a canvas and then check each pixel if it is transparent. The data is put into a two dimension array. Like alphaData[pixelRow][pixelCol]. A 0 is representing transparency while a 1 is not. When the alphaData array is completed it is put in global var a.
var a;
function alphaDataPNG(url, width, height) {
var start = false;
var context = null;
var c = document.createElement("canvas");
if(c.getContext) {
context = c.getContext("2d");
if(context.getImageData) {
start = true;
}
}
if(start) {
var alphaData = [];
var loadImage = new Image();
loadImage.style.position = "absolute";
loadImage.style.left = "-10000px";
document.body.appendChild(loadImage);
loadImage.onload = function() {
c.width = width;
c.height = height;
c.style.width = width + "px";
c.style.height = height + "px";
context.drawImage(this, 0, 0, width, height);
try {
try {
var imgDat = context.getImageData(0, 0, width, height);
} catch (e) {
netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");
var imgDat = context.getImageData(0, 0, width, height);
}
} catch (e) {
throw new Error("unable to access image data: " + e);
}
var imgData = imgDat.data;
for(var i = 0, n = imgData.length; i < n; i += 4) {
var row = Math.floor((i / 4) / width);
var col = (i/4) - (row * width);
if(!alphaData[row]) alphaData[row] = [];
alphaData[row][col] = imgData[i+3] == 0 ? 0 : 1;
}
a=alphaData;
};
loadImage.src = url;
} else {
return false;
}
}
I got errors when running local in Firefox and the try catch statement solved it. Oh I gotta eat...
Edit 2:
So I finished my dinner, I'd like to add some sources I used and wich can be helpful.
https://developer.mozilla.org/En/HTML/Canvas/Pixel_manipulation_with_canvas
Info about the imageData object.
http://blog.nihilogic.dk/2008/05/compression-using-canvas-and-png.html
Even more info about the imageData object and it's use.
http://www.nihilogic.dk/labs/canvascompress/pngdata.js
A really helpful example of the use of imageData, the code I provided resembles this one for a big part.
http://www.youtube.com/watch?v=_RRnyChxijA
Infos on scripting game-engines in javascript, really really interesting.
http://blog.project-sierra.de/archives/1577
Infos about the use of enablePrivilege in firefox.