To add an image to an HTML canvas using JavaScript, we can follow these steps:
- Get a reference to the canvas element in your HTML document.
- Create an Image object in JavaScript.
- Set the source of the Image object to the URL of the image you want to load.
- Use the
onload
event of the Image object to ensure the image has loaded before drawing it onto the canvas. - Inside the
onload
event handler, use thedrawImage()
method of the canvas context to draw the image onto the canvas.
For example, we write:
<!DOCTYPE html>
<html>
<head>
<title>Canvas Image Example</title>
</head>
<body>
<canvas id="myCanvas" width="400" height="300"></canvas>
<script>
// Step 1: Get a reference to the canvas element
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
// Step 2: Create an Image object
var img = new Image();
// Step 3: Set the source of the Image object
img.src = 'path/to/your/image.jpg';
// Step 4: Use the onload event to ensure the image has loaded
img.onload = function() {
// Step 5: Draw the image onto the canvas
ctx.drawImage(img, 0, 0); // Draw the image at position (0,0)
// You can also specify width and height if you want to resize the image:
// ctx.drawImage(img, 0, 0, 200, 150); // Draw the image at position (0,0) with width 200 and height 150
};
</script>
</body>
</html>
Replace 'path/to/your/image.jpg'
with the actual URL or path of your image file.
This code will load the image onto the canvas once it’s loaded in the browser.
Adjust the width and height of the canvas element as needed.