To draw an image, we first need to create an image object using new Image()
.
We set the onload property of the image object before defining the source of the image.
The key method is the drawImage()
method:
context.drawImage(imageObj,destX,destY);
imageObj
is the image object, and destX
and destY
is where to position the image.
<!DOCTYPE HTML> <html> <head> <script> window.onload = function(){ var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); /*from w w w.j a va 2 s. c o m*/ var imageObj = new Image(); imageObj.onload = function(){ var destX = canvas.width / 2 - this.width / 2; var destY = canvas.height / 2 - this.height / 2; context.drawImage(this, destX, destY); }; imageObj.src = "image2.png"; }; </script> </head> <body> <canvas id="myCanvas" width="600" height="250" style="border:1px solid black;"> </canvas> </body> </html>