Draw the image onto the canvas:
<!DOCTYPE html> <html> <body> <p>Image to use:</p> <img id="scream" src="image1.png" alt="the circle" width="100" height="100"> <p>Canvas:</p> <canvas id="myCanvas" width="250" height="300" style="border:1px solid #d3d3d3;"> Your browser does not support the HTML5 canvas tag.</canvas> <script> var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); var img = document.getElementById("scream"); ctx.drawImage(img, 10, 10); </script>//w ww . jav a 2 s . c o m </body> </html>
The drawImage()
method draws an image, canvas, or video onto the canvas.
The drawImage()
method can also draw parts of an image, and/or increase/reduce the image size.
Position the image on the canvas:
context.drawImage(img, x, y);
Position the image on the canvas, and set width and height of the image:
context.drawImage(img, x, y, width, height);
Clip the image and position the clipped part on the canvas:
context.drawImage(img, sx, sy, swidth, sheight, x, y, width, height);
Parameter Values
Parameter | Description |
---|---|
img | Specifies the image, canvas, or video element to use |
sx | Optional. The x coordinate where to start clipping |
sy | Optional. The y coordinate where to start clipping |
swidth | Optional. The width of the clipped image |
sheight | Optional. The height of the clipped image |
x | The x coordinate where to place the image on the canvas |
y | The y coordinate where to place the image on the canvas |
width | Optional. The width of the image to use |
height | Optional. The height of the image to use |