HTML5 Canvas - Using Images
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This tutorial would show how to import an external image into a canvas and then how to draw on that image by using following methods −
Sr.No.
Method and Description
1
beginPath()
This method resets the current path.
2
moveTo(x, y)
This method creates a new subpath with the given point.
3
closePath()
This method marks the current subpath as closed, and starts a new subpath with a point the same as the start and end of the newly closed subpath.
4
fill()
This method fills the subpaths with the current fill style.
5
stroke()
This method strokes the subpaths with the current stroke style.
6
drawImage(image, dx, dy)
This method draws the given image onto the canvas. Here image is a reference to an image or canvas object. x and y form the coordinate on the target canvas where our image should be placed.
Example
Following is a simple example which makes use of above mentioned methods to import an image.
function drawShape() {
// get the canvas element using the DOM
var canvas = document.getElementById('mycanvas');
// Make sure we don't execute when canvas isn't supported
if (canvas.getContext) {
// use getContext to use the canvas for drawing
var ctx = canvas.getContext('2d');
// Draw shapes
var img = new Image();
img.src = '/images/backdrop.jpg';
img.onload = function() {
ctx.drawImage(img,0,0);
ctx.beginPath();
ctx.moveTo(30,96);
ctx.lineTo(70,66);
ctx.lineTo(103,76);
ctx.lineTo(170,15);
ctx.stroke();
}
} else {
alert('You need Safari or Firefox 1.5+ to see this demo.');
}
}
It will produce the following result −
html5_canvas.htm
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