drawImage(imageResource, dx, dy, dWidth, dHeight)
// 参数 1:要绘制的 img
// 参数 2、3:绘制的 img 在 canvas 中的坐标
// dWidth, dHeight,这两个参数用来控制 当像 canvas 画入时应该缩放的大
<style>
canvas {
border: 1px solid #000;
}
</style>
<body>
<image src="./pic/41651.png" ></image>
<canvas id="can1" width="300" height="300"></canvas>
<canvas id="can2" width="300" height="300"></canvas>
<script>
function draw() {
let canvas1 = document.getElementById("can1")
let canvas2 = document.getElementById("can2")
let ctx1 = canvas1.getContext("2d")
let ctx2 = canvas2.getContext("2d")
let img = document.querySelector("img");
ctx1.drawImage(img,0,0, 300,300)
ctx2.drawImage(img,0,0, 300,300,50,50,50,100)
}
document.querySelector("img").onclick = function (){
draw();
}
</script>
<!-- <canvas id="canvas" height="600" width="700"></canvas>
<img id="img" src="http://panpan.dapanna.cn//image-20221008162339344.png" alt="" style="display:none;">
<script>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
const img = document.getElementById('img')
// 当图片加载完之后运行:
img.onload = function () {
// 图片加载完以后
// 创建图案
var ptrn = ctx.createPattern(img, 'repeat');
ctx.fillStyle = ptrn;
ctx.fillRect(0, 0, 700, 600);
}
</script> -->
</body>