HTML Canvas DrawImage() Method - W3Schools
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❮ Canvas Reference
Image to use:
Example
Draw the image onto the canvas:
YourbrowserdoesnotsupporttheHTML5canvastag.JavaScript:
const canvas = document.getElementById("myCanvas"); const ctx = canvas.getContext("2d"); const img = document.getElementById("scream"); ctx.drawImage(img, 10, 10); Try it Yourself »Description
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.
Syntax
Position the image on the canvas:
context.drawImage(img, x, y) |
Position the image on the canvas, and specify width and height of the image:
context.drawImage(img, x, y, width, height) |
Clip the image and position the clipped part on the canvas:
context.drawImage(img, sx, sy, swidth, sheight, x, y, width, height) |
Parameter Values
Param | 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 » |
Return Value
NONE |
More Examples
Example
Position the image on the canvas, and specify width and height of the image:
YourbrowserdoesnotsupporttheHTML5canvastag.JavaScript:
const canvas = document.getElementById("myCanvas"); const ctx = canvas.getContext("2d"); const 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:
YourbrowserdoesnotsupporttheHTML5canvastag.JavaScript:
const canvas = document.getElementById("myCanvas"); const ctx = canvas.getContext("2d"); const img = document.getElementById("scream"); ctx.drawImage(img, 90, 130, 50, 60, 10, 10, 50, 60); Try it Yourself »Example
Video to use (press Play to start the demonstration):
Canvas:
yourbrowserdoesnotsupportthecanvastagJavaScript (the code draws the current frame of the video every 20 millisecond):
const video = document.getElementById("video1"); const canvas = document.getElementById("myCanvas"); ctx = canvas.getContext('2d'); v.addEventListener('play', function() {var i = window.setInterval(function() {ctx.drawImage(v, 5, 5, 260, 125)}, 20);}, false); video.addEventListener('pause', function() {window.clearInterval(i);}, false); video.addEventListener('ended', function() {clearInterval(i);}, false); Try it Yourself »Browser Support
The <canvas> element is an HTML5 standard (2014).
drawImage() is supported in all modern browsers:
Chrome | Edge | Firefox | Safari | Opera | IE |
Yes | Yes | Yes | Yes | Yes | 9-11 |
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