Javascript examples for Canvas:image
draw image on cursor position
<html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <script type="text/javascript" src="https://code.jquery.com/jquery-1.11.0.js"></script> <style id="compiled-css" type="text/css"> #myCanvas {/*from www. ja v a 2 s .co m*/ background-color: #adadad; } </style> <script type="text/javascript"> $(window).load(function(){ var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); var snipeImg=new Image(); // Image ??? ????? snipeImg.src="https://www.java2s.com/style/demo/Google-Chrome.png"; var holeImg = new Image(); holeImg.src="https://www.java2s.com/style/demo/Google-Chrome.png"; var holeList =[]; $('#myCanvas').mousemove(function(event){ context.clearRect(0,0,800,500); var eventX =event.offsetX -50; var eventY =event.offsetY -50; context.drawImage(snipeImg,eventX,eventY,100,100); drawScreen(); }).mousedown(function(event){ context.clearRect(0,0,800,500); var holeX =event.offsetX-10; var holeY =event.offsetY-10; console.log(holeX + " , " + holeY); var obj={}; obj.x = holeX; obj.y = holeY; holeList.push(obj); drawScreen(); }); function drawScreen(){ for(var i in holeList){ context.save(); var tmp = holeList[i]; context.drawImage(holeImg,tmp.x,tmp.y,20,20); context.restore(); } }; }); </script> </head> <body> <canvas id="myCanvas" width="800" height="500"></canvas> </body> </html>