How do i put an image in javascript?

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Until now we have created our own shapes and applied styles to them. One of the more exciting features of is the ability to use images. These can be used to do dynamic photo compositing or as backdrops of graphs, for sprites in games, and so forth. External images can be used in any format supported by the browser, such as PNG, GIF, or JPEG. You can even use the image produced by other canvas elements on the same page as the source!

Importing images into a canvas is basically a two step process:

  1. Get a reference to an HTMLImageElement object or to another canvas element as a source. It is also possible to use images by providing a URL.
  2. Draw the image on the canvas using the drawImage[] function.

Let's take a look at how to do this.

Getting images to draw

The canvas API is able to use any of the following data types as an image source:

HTMLImageElement

These are images created using the Image[] constructor, as well as any

And here's some CSS to make things look nice:

body {
  background: 0 -100px repeat-x url[bg_gallery.png] #4f191a;
  margin: 10px;
}

img {
  display: none;
}

table {
  margin: 0 auto;
}

td {
  padding: 15px;
}

Tying it all together is the JavaScript to draw our framed images:

function draw[] {
  // Loop through all images
  for [const image of document.images] {
    // Don't add a canvas for the frame image
    if [image.getAttribute['id'] !== 'frame'] {


      // Create canvas element
      const canvas = document.createElement["canvas"];
      canvas.setAttribute["width", 132];
      canvas.setAttribute["height", 150];

      // Insert before the image
      image.parentNode.insertBefore[canvas, image];

      ctx = canvas.getContext["2d"];

      // Draw image to canvas
      ctx.drawImage[image, 15, 20];

      // Add frame
      ctx.drawImage[document.getElementById["frame"], 0, 0];
    }
  }
}

Controlling image scaling behavior

As mentioned previously, scaling images can result in fuzzy or blocky artifacts due to the scaling process. You can use the drawing context's imageSmoothingEnabled property to control the use of image smoothing algorithms when scaling images within your context. By default, this is true, meaning images will be smoothed when scaled. You can disable this feature like this:

ctx.mozImageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = false;
ctx.msImageSmoothingEnabled = false;
ctx.imageSmoothingEnabled = false;

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How do you import an image into JavaScript?

JavaScript Anywhere.
Open the screen of images. Tap the image button on the toolbar [on the bottom left of the project screen]..
Import images. Tap the plus button on the navigation bar [on the top right of the images screen]. ... .
Copy an image tag. ... .
Paste the image tag to HTML..

How do you declare an image in JavaScript?

Create an empty img element using document. createElement[] method. Then set its attributes like [src, height, width, alt, title etc]. Finally, insert it into the document.

How do you insert an image in coding?

The HTML tag is used to embed an image in a web page. Images are not technically inserted into a web page; images are linked to web pages. The tag creates a holding space for the referenced image. The tag is empty, it contains attributes only, and does not have a closing tag.

How do I put an image on HTML?

How to Insert an Image in HTML. To insert an image in HTML, use the image tag and include a source and alt attribute. Like any other HTML element, you'll add images to the body section of your HTML file. The HTML image element is an “empty element,” meaning it does not have a closing tag.

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