html5 canvas point,HTML5 Canvas - Using Images

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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