Image to use:
Example
Draw the image onto the canvas:
JavaScript:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
var img=document.getElementById("scream");
ctx.drawImage(img,10,10);
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Browser Support
The numbers in the table specify the first browser version that fully supports the method.
Method | |||||
---|---|---|---|---|---|
drawImage() | 4.0 | 9.0 | 3.6 | 4.0 | 10.1 |
Definition and Usage
The drawImage() method draws an image, canvas, or video onto the canvas.
The drawImage() method can also draw parts of an image, and/or increase/reduce the image size.
JavaScript Syntax
Position the image on the canvas:
JavaScript syntax: | context.drawImage(img,x,y); |
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Position the image on the canvas, and specify width and height of the image:
JavaScript syntax: | context.drawImage(img,x,y,width,height); |
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Clip the image and position the clipped part on the canvas:
JavaScript syntax: | context.drawImage(img,sx,sy,swidth,sheight,x,y,width,height); |
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Parameter Values
Parameter | Description | Play it |
---|---|---|
img | Specifies the image, canvas, or video element to use | |
sx | Optional. The x coordinate where to start clipping | Play it » |
sy | Optional. The y coordinate where to start clipping | Play it » |
swidth | Optional. The width of the clipped image | Play it » |
sheight | Optional. The height of the clipped image | Play it » |
x | The x coordinate where to place the image on the canvas | Play it » |
y | The y coordinate where to place the image on the canvas | Play it » |
width | Optional. The width of the image to use (stretch or reduce the image) | Play it » |
height | Optional. The height of the image to use (stretch or reduce the image) | Play it » |
More Examples
Example
Position the image on the canvas, and specify width and height of the image:
JavaScript:
var c=document.getElementById("myCanvas");
var
ctx=c.getContext("2d");
var
img=document.getElementById("scream");
ctx.drawImage(img,10,10,150,180);
Try it Yourself »
Example
Clip the image and position the clipped part on the canvas:
JavaScript:
var c=document.getElementById("myCanvas");
var
ctx=c.getContext("2d");
var
img=document.getElementById("scream");
ctx.drawImage(img,90,130,50,60,10,10,50,60);
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Example
Video to use (press Play to start the demonstration):
Canvas:
JavaScript (the code draws the current frame of the video every 20 millisecond):
var v=document.getElementById("video1");
var c=document.getElementById("myCanvas");
ctx=c.getContext('2d');
v.addEventListener('play',function() {var i=window.setInterval(function()
{ctx.drawImage(v,5,5,260,125)},20);},false);
v.addEventListener('pause',function() {window.clearInterval(i);},false);
v.addEventListener('ended',function() {clearInterval(i);},false);
Try it Yourself »
< Canvas Object