Draw Google Map on Canvas

Draw Google Map on Canvas

HTML

<script src="http://maps.googleapis.com/maps/api/js?sensor=false"></script>
      <div>
        <button id="findLocationBtn" >Draw My Location on Google Map</button>
      </div>
        <canvas id="myCanvas" width="300px" height="400px" style="border:1px solid grey;">
        </canvas>

JavaScript

jQuery(window).ready(function(){
          g_initialize();
          jQuery("#findLocationBtn").click(initiate_geolocation);
        });
        
        function g_initialize() {
          
          var google_tile = "https://www.google.com/maps/@-31.3896934,-64.2311666,14z"
          var canvas = document.getElementById("myCanvas");
          var context = canvas.getContext("2d");   
          var imageObj = new Image();
          imageObj.src = google_tile;
          
          imageObj.onload = function(){
            context.drawImage(imageObj, 0, 0);
          }
        }
 
        function initiate_geolocation() {
            navigator.geolocation.getCurrentPosition(handle_geolocation_query,handle_geolocation_query);
        }
 
        function handle_errors(error)
        {
            switch(error.code)
            {
                case error.PERMISSION_DENIED: alert("user did not share geolocation data");
                break;
 
                case error.POSITION_UNAVAILABLE: alert("could not detect current position");
                break;
 
                case error.TIMEOUT: alert("retrieving position timed out");
                break;
 
                default: alert("unknown error");
                break;
            }
        }
        function handle_geolocation_query(position)
        {
            var google_tile = "https://www.google.com/maps/@-31.3896934,-64.2311666,14z";
            var canvas = document.getElementById("myCanvas");
            var context = canvas.getContext("2d");   
            var imageObj = new Image();
            imageObj.src = google_tile;
            
            imageObj.onload = function(){
              context.drawImage(imageObj, 0, 0);
            }
        }