My issue is that I am having problems loading locally hosted images on to the canvas. I have tried hosting the code on a web server, using XAMPP, and locally, and the LightBlue.jpg image never seems to load. However, when I use an external image from a website the code works perfectly. I have provided an example below.
HTML:
<canvas id="Section1Canvas" width="500" height="95" style="border:1px solid #d3d3d3;">Your browser does not support the HTML5 canvas tag.</canvas>
JAVASCRIPT:
<script>
var canvas = document.getElementById('Section1Canvas'),
context = canvas.getContext('2d');
make_base();
function make_base()
{
base_image = new Image();
base_image.onload = function()
{
context.drawImage(base_image, 10, 10);
}
base_image.src = 'images\Selection\Bag\Section1\LightBlue.jpg';
}
</script>
The script appears just above the closing HTML tag within my code. I have hosted all of the information my webserver and the image still refuses to load.If I were to change the code to the following using a external image the canvas loads the image perfectly:
<script>
var canvas = document.getElementById('Section1Canvas'),
context = canvas.getContext('2d');
make_base();
function make_base()
{
base_image = new Image();
base_image.onload = function()
{
context.drawImage(base_image, 10, 10);
}
base_image.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
}
</script>
Any guidance would be greatly appreciated.
You were so close!
You need to put base_image.src
after the base_image.onload
function:
<script>
var canvas = document.getElementById('Section1Canvas'),
context = canvas.getContext('2d');
make_base();
function make_base()
{
base_image = new Image();
base_image.onload = function()
{
// test that the image was loaded
alert(base_image); // or console.log if you prefer
context.drawImage(base_image, 10, 10);
}
base_image.src = 'images\Selection\Bag\Section1\LightBlue.jpg';
}
</script>