HTML5 > Canvas

Canvas Images in HTML5

How to create canvas images using HTML5


Canvas images

There are three steps to draw the canvas images 

They are as follow,

context.drawImage(image, dx, dy);
context.drawImage(image, dx, dy, dw, dh);
context.drawimage(image, sx, sy, sw, sh, dx, dy, dw, dh);

  • dx- It represents value of  the x 
  • dy- Itrepresents value of  the y 
  • dw- It represnts value of the width 
  • dh- It reprents the value of the height
  • sx- It represents the value of the source x 
  • sy- It represents the value of the source y  
  • sw- It represents the value of the source width
  • sh- It represents the value of the source height 

Draw image

Canvas images uses the syntax as drawimage() method to draw the image or to increase the size of the image

 <canvas id="myCanvas" width="500" height="200"></canvas>
    <script>
        var canvas = document.getElementById('myCanvas');
        var context = canvas.getContext('2d');
        var imageObj = new Image();

        imageObj.onload = function () {
            context.drawImage(imageObj, 20, 40);
        };
        imageObj.src = "http://techfunda.com/HTPictures/Generics/1-635716259621984414.jpg";
    </script>

In the above code snippet we have defined the images in canvas, We have canvas id as "mycanvas" and width as "500" and height as "200 

  • var canvas = document.getElementById('myCanvas'); - It defines the var canvas as document.getElementById as"myCanvas"
  • var context as canvas .getcontext("2d"); - It defines the context value to canvas
  • var imageObj = new Image(); - It defines the var imageobj to new image()
  • imageObj.onload = function () - It defines the function of the imageobj as onload
  • context.drawImage(imageObj, 20, 40); - It defines the image with x, y positions

In the last step we have defined the url of the image

output

Image size

It defines the size of the image with the width and height

 <canvas id="myCanvas" width="278" height="400"></canvas>
    <script>
        var canvas = document.getElementById('myCanvas');
        var context = canvas.getContext('2d');

        var x = 20;
        var y = 15;
        var width = "200";
        var height = "350";
        var imageObj = new Image();
        imageObj.onload = function () {
            context.drawImage(imageObj, x, y, width, height);
        };
        imageObj.src = "http://techfunda.com/HTPictures/Generics/1-635716259621984414.jpg";
    </script>

Image-size

In the above code snippet we have defined the images in canvas, We have canvas id as "mycanvas" and width as "278" and height as "400"  

  • var canvas = document.getElementById('myCanvas'); - It defines the var canvas as document.getElementById as"myCanvas"
  • var context as canvas .getcontext("2d"); - It defines the context value to canvas
  • var(x,y, width, height) - (20,15, 200, 350)
  • var imageObj = new Image(); - It defines the var imageobj to new image()
  • imageObj.onload = function () - It defines the function of the imageobj as onload
  • context.drawImage(imageObj, x, y, width, height); - It defines the image with x, y positions

In the last step we have defined the with the url of the image

output

Rotating image by 90 degrees

It is used to rotate the image

 <canvas id="canvas" width=300 height=300></canvas>
   <script>
       var canvas = document.getElementById("canvas");
       var ctx = canvas.getContext("2d");

       var img = new Image();
       img.onload = start;
       img.src = "http://techfunda.com/HTPictures/Generics/5-635898849972807270.JPG";

       function start() {
           ctx.translate(150, 150);
           ctx.rotate(Math.PI / 2);
           ctx.drawImage(img, -img.width / 2, -img.height / 2);
           ctx.rotate(-Math.PI / 2);
           ctx.translate(-canvas.width / 2, -canvas.height / 2);
           ctx.fillRect(0, 0, 25, 10);
       }
   </script>

Rotating image

  • In the above code snippet we have defined to rotate the image towards 90 degrees by using canvas, we are having canvas as width and height with 300
  • var canvas = document.getElementById("canvas"); - we are declaring canvas to the id 
  • var ctx = canvas.getContext("2d"); - we are declaring the context to the canvas 
  • In the nextline we are declaring image to the new image with the given image source
  • ctx.translate(150, 150); - It is used to set the image to the center of the canvas
  • ctx.rotate(Math.PI / 2); - It is used to rotate the image in the canvas
  • ctx.drawImage(img, -img.width / 2, -img.height / 2); - It defines the values of the image with(x, y) values
  • ctx.rotate(-Math.PI / 2); - It rotates the image in the canvas
  • ctx.translate(-canvas.width / 2, -canvas.height / 2); - It sets the image center in the canvas
  • ctx.fillRect(0, 0, 25, 10); - It defines the values of the (x, y, width, height);

output

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