We can use a video element as the source of the image for the drawImage method.
When we do this, we take a snapshot of the video.
The following code shows how to use provides a demonstration.
<!DOCTYPE HTML> <html> <head> <title>Example</title> <style> canvas {border: thin solid black} body > * {float:left;} </style> </head> <body> <video id="vid" src="http://java2s.com/style/demo/your.webm" controls preload="auto" width="360" height="240"> Video cannot be displayed /*w w w . jav a2 s. com*/ </video> <div> <button id="pressme">Snapshot</button> </div> <canvas id="canvas" width="360" height="240"> Your browser doesn't support the <code>canvas</code> element </canvas> <script> let ctx = document.getElementById("canvas").getContext("2d"); let imageElement = document.getElementById("vid"); document.getElementById("pressme").onclick = function(e) { ctx.drawImage(imageElement, 0, 0, 360, 240); } </script> </body> </html>