This JavaScript program demonstrates how to draw an image onto a canvas element.
<!DOCTYPE html>
<html>
<head>
<title>XoaX.net's Javascript</title>
<script type="text/javascript" src="DrawAnImage.js"></script>
</head>
<body onload="Initialize()">
<img style="display: none;" id="idAscension" src="Benvenuto_Tisi_da_Garofalo_Ascension_of_Christ_Between1510and1520.jpg">
<canvas id="idCanvas" width="640" height ="480" style="background-color: #F0F0F0;"></canvas>
<div style="width:640px;">
<h1 style="width:fit-content;margin-left:auto;margin-right:auto;">The Ascension of Christ</h1>
<h3 style="width:fit-content;margin-left:auto;margin-right:auto;">Completed between AD 1510 and AD 1520</h3>
<h2 style="width:fit-content;margin-left:auto;margin-right:auto;">by Benvenuto Tisi da Garofalo</h2>
</div>
</body>
</html>function Initialize() {
var qCanvas = document.getElementById("idCanvas");
var qContext = qCanvas.getContext("2d");
const kqImage = document.getElementById("idAscension");
// Draw at pixel 169 to center the image.
// The image is 1/3 the original size
qContext.drawImage(kqImage, 198, 57, 244, 366);
}
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