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Met Canvas Drawimage

[![Image 1: Canvas Object Reference Manual](#) Canvas Object](#) ## Image to Use: ![Image 2: The Scream](#) ## Example Draw an image onto the canvas: YourbrowserdoesnotsupporttheHTML5canvastag. JavaScript: var c=document.getElementById("myCanvas"); var ctx=c.getContext("2d"); var img=document.getElementById("scream"); ctx.drawImage(img,10,10); [Try it Β»](#) * * * ## Browser Support ![Image 3: Internet Explorer](#)![Image 4: Firefox](#)![Image 5: Opera](#)![Image 6: Google Chrome](#)![Image 7: Safari](#) The drawImage() method is supported in Internet Explorer 9, Firefox, Opera, Chrome, and Safari. **Note:** Internet Explorer 8 and earlier versions do not support the element. * * * ## 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_); | | --- | Position the image on the canvas, and specify the width and height of the image: | JavaScript Syntax: | _context_.drawImage(_img,x,y,width,height_); | | --- | Clip the image and position the clipped part on the canvas: | JavaScript Syntax: | _context_.drawImage(_img,sx,sy,swidth,sheight,x,y,width,height_); | | --- | ## Parameter Values | Parameter | Description | | --- | --- | | _img_ | Specifies the image, canvas, or video to use. | | | _sx_ | Optional. The x coordinate position to start clipping. | | _sy_ | Optional. The y coordinate position to start clipping. | | _swidth_ | Optional. The width of the clipped image. | | _sheight_ | Optional. The height of the clipped image. | | _x_ | The x coordinate position to place the image on the canvas. | | _y_ | The y coordinate position to place the image on the canvas. | | _width_ | Optional. The width of the image to use (stretch or reduce the image). | | _height_ | Optional. The height of the image to use (stretch or reduce the image). | * * * ![Image 8: Example](#) ## More Examples ## Example Position the image on the canvas, then specify the width and height of the image: YourbrowserdoesnotsupporttheHTML5canvastag. 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 Β»](#) ## Example Clip the image and position the clipped part on the canvas: YourbrowserdoesnotsupporttheHTML5canvastag. 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); [Try it Β»](#) ## Example Video to use (press play to start the demo): (#) Canvas: yourbrowserdoesnotsupportthecanvastag JavaScript (draws the current frame of the video every 20 milliseconds): 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 Β»](#) * * Canvas Object](#)
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