I am trying to place an image inside the canvas element. My code is below. When I execute it I am not getting any errors back, just a page with the outline of the border area of my canvas. Please can someone advise on where I am going wrong?
html code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title> </title>
<link rel='stylesheet' href="crop_pic.css">
</head>
<body>
<div>
<canvas id="panel" width="380" height="380"></canvas>
</div>
</body>
<script src=crop_pic.js></script>
</html>
javascript:
window.onload = function(){
var canvas = document.getElementById('panel');
var ctx = canvas.getContext('2d');
var img = new Image();
img.src = 'storage/resized_Glong.jpg';
ctx.drawImage(img,0,0);
}
css:
#panel{
border: 1px solid #000;
}
Use quotes in your script tag
<script src='crop_pic.js'></script>
Wait until the image is loaded and then draw it to canvas. For this add an event listener.
window.onload = function() {
var canvas = document.getElementById('panel');
var ctx = canvas.getContext('2d');
var img = new Image();
img.src = 'storage/resized_Glong.jpg';
img.addEventListener('load', function() {
ctx.drawImage(img, 0, 0);
});
}
Related
I'm trying to clear one line by drawing another one on top of it on HTML canvas. But the second line becomes semi transparent for some unknown to me reason.
index.html
<!DOCTYPE html>
<head>
<script src="scripts.js" type="text/javascript"></script>
</head>
<html>
<body onload = "onload()">
<canvas id = "canvas" style="border: solid 1px; width: 200px; height: 200px;"></canvas>
</body>
</html>
scripts.js
var canvas,ctx;
const onload = () =>{
canvas = document.querySelector("#canvas")
ctx = canvas.getContext('2d')
drawLine("#ff0000")
drawLine("#ffffff")
}
const drawLine = (color) =>{
ctx.beginPath()
ctx.strokeStyle = color
ctx.moveTo(0,0)
ctx.lineTo(200,200)
ctx.stroke()
ctx.closePath()
}
var canvas,ctx;
const onload = () =>{
canvas = document.querySelector("#canvas")
ctx = canvas.getContext('2d')
drawLine("#ff0000")
drawLine("#ffffff")
}
const drawLine = (color) =>{
ctx.beginPath()
ctx.strokeStyle = color
ctx.moveTo(0,0)
ctx.lineTo(200,200)
ctx.stroke()
ctx.closePath()
}
<!DOCTYPE html>
<head>
<script src="scripts.js" type="text/javascript"></script>
</head>
<html>
<body onload = "onload()">
<canvas id = "canvas" style="border: solid 1px; width: 200px; height: 200px;"></canvas>
</body>
</html>
I am writing a code that takes in an image and pastes it into an HTML canvas. The code works when I declare my <img> in the HTML file, but this does not allow the user to input a new file.
Here is the html structure (the program works if the tag line is put back in:
<style type='text/css'>
canvas{
border: 10px solid black;
}
</style>
</head>
<body>
<canvas id='balls'>
</canvas>
<canvas id='hide' style:'border: 10px solid black;'>
<!-- <img id="taco" width="300" height="300" src="prime.png"> -->
</canvas>
<div>
<input id='url' placeholder="image url">
<button id='submit'>Submit</button>
</div>
<!--[if lt IE 7]>
<p class="browsehappy">You are using an <strong>outdated</strong> browser. Please upgrade your browser to improve your experience.</p>
<![endif]-->
<script src="client.js" async defer></script>
</body>
</html>
Here is the portion of JS code I am working on:
$(document).ready(onReady);
var canvas = document.querySelector('canvas');
canvas.width = 300;
canvas.height= 300;
let bounced = false;
let newPic = `id="taco" width="300" height="300" src="prime.png"`
function onReady(){
$('#submit').on('click', updateImage)
$('#hide').empty()
$('#hide').append(`<img ${newPic}>`)
makeCanvas();
setup();
animate();
}
function updateImage() {
newPic= `id="taco" width="300" height="300" src="${$('#url').val()}" alt="prime.png"`
//console.log(newPic)
$('#hide').empty()
$('#hide').append(`<img ${newPic}>`)
makeCanvas();
setup();
animate();
}
let c, can, ctx, img
function makeCanvas(){
c = canvas.getContext('2d');
can=document.getElementById("hide");
console.log(can)
can.width = 300;
can.height = 300;
ctx=can.getContext("2d");
img=document.getElementById("taco");
ctx.drawImage(img,10,10);
console.log(img)
console.log(ctx.drawImage(img,10,10))
}
My console.log statements for img are identical when the code in the HTML file is placed back in.
When you're setting up your canvas, your image isn't loaded at all. So your
ctx.drawImage(img,10,10);
call just draws... an unloaded image... an empty set of bytes... Nothing.
So you should first load your image. After that, drawing stuff will easily be done. Here's a little code example:
var canv, ctx, img;
function setup() {
//Setting up canvas
//Fetching Context
ctx = canv.getContext("2d");
//Now drawing our image
ctx.drawImage(img,10,10);
}
img = new Image();
img.onload = setup; //We'll setup the canvas after the image is fully loaded
img.src = "your/path/or/variable/pointing/to/your/image.ext";
Hope it helps!
I am having trouble drawing a triangle on a canvas. Triangle: equilateral triangle with 2 points on the x-axis. So what I was thinking: I start in the bottom right corner, move up to the next point, and then move to the last point in the lower left. Here is what I have:
<!doctype html>
<html lang="en">
<head>
<meta charset= "UTF-8">
<script type="text/JavaScript">
function draw() {
var canvas = document.getElementById('canvas');
if (canvas.getContext) {
var ctx = canvas.getContext('2d');
var sWidth = screen.width;
var sHeight = screen.height;
var path=new Path2D();
path.moveTo((sWidth/2)+50,sHeight/2);
path.lineTo((sWidth/2),(sHeight/2)-50);
path.lineTo((sWidth/2)-50,sHeight/2);
ctx.fill(path);
}
}
</script>
</head>
<body onload="draw();">
<div align = "center">
<canvas id = "canvas">
</canvas>
</div>
</body>
</html>
Nothing gets drawn. I read: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes, but I'm not sure what I messed up.
You need to give a size to your canvas. Either with CSS, HTML or in JavaScript
Here is a snippet that works :
function draw() {
var canvas = document.getElementById('canvas');
if (canvas.getContext) {
var ctx = canvas.getContext('2d');
var sWidth = canvas.width;
var sHeight = canvas.height;
var path=new Path2D();
path.moveTo((sWidth/2)+50,sHeight/2);
path.lineTo((sWidth/2),(sHeight/2)-50);
path.lineTo((sWidth/2)-50,sHeight/2);
ctx.fill(path);
}
}
draw();
<!doctype html>
<html lang="en">
<head>
<meta charset= "UTF-8">
<style>canvas { width: 200px; height: 200px; border: 1px solid red; }</style>
</head>
<body>
<canvas id="canvas">
</canvas>
</body>
</html>
I've read this and a few other questions, and it is clear I need to use destination-over to save the background and the sketch by display the new image over the old one.
I'm using Sketch.JS with my code as such:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
$('#myCanvas').sketch({
defaultColor: "red"
});
$('#download').click(function() {
ctx.globalCompositeOperation = "destination-over";
img = new Image();
img.setAttribute('crossOrigin', 'anonymous');
img.src = 'http://lorempixel.com/400/200/';
ctx.drawImage(img, 0, 0);
$('#url').text(c.toDataURL('/image/png'));
window.open(c.toDataURL('/image/png'));
});
#myCanvas {
background: url(http://lorempixel.com/400/200/);
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://rawgit.com/intridea/sketch.js/gh-pages/lib/sketch.js"></script>
<canvas id="myCanvas"></canvas>
<input type='button' id='download' value='download'>
<span id='url'></span>
Fiddle
But that doesn't help. Clicking 'download' still only produces the sketch. Now, it seems I don't understand how I need to use destination-over properly. W3Schools doesn't seem to help.
Could anyone point me in the right direction please?
Assume you have a SketchJS canvas on top of an image containing a background:
#wrapper{positon:relative;}
#bk,#myCanvas{position:absolute;}
<div id='wrapper'>
<img crossOrigin='anonymous' id=bk src='yourImage.png'>
<canvas id="myCanvas" width=500 height=300></canvas>
</div>
Then when you want to combine the Sketch with the background and save it as an image you can use destination-over compositing to draw the background "under" the existing Sketch.
ctx.globalCompositeOperation='destination-over';
ctx.drawImage(bk, 0, 0);
Here's example code:
<!doctype html>
<html>
<head>
<script src="https://code.jquery.com/jquery-2.1.1.min.js"></script>
<script src="https://rawgit.com/intridea/sketch.js/gh-pages/lib/sketch.js"></script>
<style>
body{ background-color: ivory; }
#wrapper{positon:relative;}
#bk,#myCanvas{position:absolute;}
</style>
<script>
$(function(){
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
$('#myCanvas').sketch({ defaultColor: "red" });
$('#download').click(function() {
var img=document.getElementById('bk');
ctx.globalCompositeOperation='destination-over';
ctx.drawImage(bk, 0, 0);
ctx.globalCompositeOperation='source-over';
var html="<p>Right-click on image below and Save-Picture-As</p>";
html+="<img src='"+c.toDataURL()+"' alt='from canvas'/>";
var tab=window.open();
tab.document.write(html);
});
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag to sketch on the map.</h4>
<button id=download>Download</button>
<div id='wrapper'>
<img crossOrigin='anonymous' id=bk src='https://dl.dropboxusercontent.com/u/139992952/multple/googlemap1.png'>
<canvas id="myCanvas" width=459 height=459></canvas>
</div>
</body>
</html>
I'm trying to put the image file "sticky.png" into a canvas box, but all I'm getting is a blank canvas. Can anyone point out what I'm doing wrong and/or give me code that works?
<canvas id="myCanvas" width="200" height="100"
style="border:1px solid #000000;">
</canvas>
<body>
<script>
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var sticky = new Image();
sticky.onload = function() {
context.drawImage(sticky, 0, 0);
sticky.src = "sticky.png";
};
</script>
</body>
You need to include the sticky.src before sticky.onload.
<body>
<canvas id="myCanvas" width="200" height="100" style="border:1px solid #000000;"></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var sticky = new Image();
sticky.src = "sticky.png";
sticky.onload = function() {
context.drawImage(sticky, 0, 0);
};
</script>
</body>
Fiddle
sometimes as a workAround we have to load the image before the canvas. It's very unusual, but it WORKS. And then you just hide the image. Don't forget to use setTimeOut to wait till image is loaded!
setTimeout("paintStar()", 2000);
function paintStar() {
var canva3 = document.getElementById('canvas3');
canva3.width = 640;
canva3.height = 480;
var ct3 = canva3.getContext('2d');
var img = new Image();
img.src = 'https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQ3DlDGTyfaFMtUf9GYykLglqfS8GzHbeKRV5vDfHraV1ihNIYo';
ct3.drawImage(img, 0, 0);
ct3.drawImage(img, 0, 0, 20, 20, 10, 200, 20, 20);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CANVAS</title>
<style>
.canvas-1 {
width: 640px;
height: 480px;
border: 1px solid #777;
}
.img-1 {
display: none;
}
</style>
<script src="canva3.js" defer></script>
</head>
<body>
<div class="img-1"><img src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQ3DlDGTyfaFMtUf9GYykLglqfS8GzHbeKRV5vDfHraV1ihNIYo" alt=""></div>
<canvas id="canvas3" style="border: 2px solid #444;">Doesn't work!</canvas>
</body>
</html>