drawImage(canvas)不起作用

Muh*_*man 1 javascript html5 canvas drawimage html5-canvas

我想用一个单一的画布上绘制多个画布drawImage()方法,但它不能正常工作 守则

<html>
 <head>
  <script>
    window.onload = function() {
    var context1= document.getElementById("canvas1").getContext("2d");
    var context2  = document.getElementById("canvas2").getContext("2d");
    var context3  = document.getElementById("canvas3").getContext("2d");

    context1.font = "20pt Calibri";
    context1.fillStyle = "blue";
    context1.fillText("Hello ", 50, 25);

    context2.font = "20pt Calibri";
    context2.fillStyle = "red";
    context2.fillText("World!", 100, 25);

    var imageObj = new Image();
     imageObj.onload = function() {
      context3.drawImage(context1.canvas, 50, 25);
      context3.drawImage(context2.canvas, 100, 25);
        };
  };

</script>
 </head>
<body>
<canvas id="canvas1" class="canvas" width="200" height="50"></canvas>
<canvas id="canvas2" class="canvas" width="200" height="50"></canvas>
<canvas id="canvas3" class="canvas" width="200" height="50"></canvas>
</body>
</html>?
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JS小提琴 http://jsfiddle.net/4xT2j/2/

Den*_*ret 5

你的图像没有来源.如果你想看到一些东西,请添加一个.只要您没有src,就无法调用onload函数.

并且您必须将图像提供给drawImage函数:

 var imageObj = new Image();
 imageObj.onload = function() {
   context3.drawImage(imageObj, 50, 25);
   context3.drawImage(imageObj, 100, 25);
 };
 imageObj.src = "someFile.png";
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如果您要做的是在context3上绘制canvas1和canva2,只需在imageObj.onload函数之外完成所有这些,这个函数从未被调用:http://jsfiddle.net/KCyvE/

评论中的问题后的精确度:

我的代码在小提琴中使用context1.canvas.这工作,因为上下文是一个实例CanvasRenderingContext2D,因而具有命名属性canvas这是一个"向后引用为其创建此背景下canvas元素".