We can also use Canvas to draw the image.
Version
HTML 5
Canvas
The picture is displayed by Canvas, not by <img>
.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Canvas Lab</title>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script>
let context = document.querySelector('#canvas').getContext('2d')
context.canvas.width = innerWidth
context.canvas.height = innerHeight
let image = new Image()
image.src = 'https://konvajs.org/assets/yoda.jpg'
image.onload = () => context.drawImage(image, 5, 5)
</script>
</html>
Line 9
<canvas id="canvas"></canvas>
- Use HTML’s
<canvas>
tag to draw image - Add
id
to control the<canvas>
tag
Line 12
let context = document.querySelector('#canvas').getContext('2d')
context.canvas.width = innerWidth
context.canvas.height = innerHeight
- Use
querySelector()
to getcanvas
element, andgetContext()
to get its2d
context - Set Canvas’s width and height by
window
‘sinnerWidth
andinnerHeight
Line 17
let image = new Image()
image.src = 'https://konvajs.org/assets/yoda.jpg'
image.onload = () => context.drawImage(image, 5, 5)
- Create an image on the fly and pass it to
drawImage()
- When the image is created, the
load
event is fired. Usecontext
‘sdrawImage()
to draw an image by Canvas onload
event
Conclusion
- We don’t have to use any packages to use Canvas API to draw the image