Javascript examples for Canvas:image
draw a line in canvas with a background image
<html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <script type="text/javascript" src="https://code.jquery.com/jquery-1.9.1.js"></script> <style id="compiled-css" type="text/css"> body {/*from www . j av a 2 s.co m*/ background-color: #666; } canvas { border:1px solid red; } </style> <script type="text/javascript"> $(window).load(function(){ var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); window.requestAnimFrame = (function (callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000 / 60); }; })(); var radius = 50; var x = 100; var dx = 10; var y = 100; var dy = 10; var delay = 10; var img = new Image(); img.onload = function () { var canvas1 = document.getElementById("image"); var ctxImg = canvas1.getContext("2d"); ctxImg.drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height); ctx.beginPath(); ctx.moveTo(0,0) ctx.lineTo(100,100) ctx.lineTo(200, 50); ctx.lineTo(310, 100); ctx.lineWidth = 10; ctx.stroke() ctx.closePath(); // ctx.clip(); ctx.globalCompositeOperation = 'source-in'; ctx.drawImage(img, 0, 0, img.width, img.height, 0, 0, canvas.width, canvas.height); ctx.restore(); //animate(); } img.src = "http://lh3.ggpht.com/_Z-i7eF_ACGI/TRxpFywLCxI/AAAAAAAAAD8/ACsxiuO_C1g/house%20vector.png"; }); </script> </head> <body> <p>Image clipped by moving circle</p> <canvas id="canvas" width="300" height="200"></canvas> <br> <p>Unclipped image</p> <canvas id="image" width="300" height="200"></canvas> </body> </html>