Canvas
by saidulu401
JavaScript
var canvas = null;
var ctx = null;
var img = null;
setup = function() {
body = document.getElementsByTagName("body")[0]
canvas = document.createElement('canvas');
ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
body.appendChild(canvas);
// Create a new image with:
// a 'src' attribute of "/media/img/gamedev/ralphyrobot.png"
// and an 'onload' attribute of onImageLoad
// YOUR CODE HERE
img = new Image();
img.onload = onImageLoad;
//img.src = "/media/img/gamedev/ralphyrobot.png"
img.src = "http://placehold.it/350x150";
};
onImageLoad = function(){
// Use the console.log function to print a statement to the browser console.
// This will print once the image has been downloaded.
// YOUR CODE HERE
console.log("Img loaded");
ctx.drawImage(img, 10, 10);
};
// We'll call your setup function in our test code, so
// don't call it in your code.
setup();