Download Canvas Background Image

1 view
Skip to first unread message

Lester Chiaramonte

unread,
Jan 11, 2024, 3:23:05 AM1/11/24
to irovimal

I'm trying to place a background image on the back of this canvas script I found. I know it's something to do with the context.fillstyle but not sure how to go about it. I'd like that line to read something like this:

download canvas background image


Download File https://t.co/c6RThdgHqr



Theres a few ways you can do this. You can either add a background to the canvas you are currently working on, which if the canvas isn't going to be redrawn every loop is fine. Otherwise you can make a second canvas underneath your main canvas and draw the background to it. The final way is to just use a standard element placed under the canvas. To draw a background onto the canvas element you can do something like the following:

Another approach for this would be making the canvas background transparent, but it is not working on my case. Is there a way to make the stage background picture transparent and using a screen background image to obtain a similar result?

Of course, the goal is to have an app that can save marks (canvas sprites) on different spots (the spots will be chosen from a blueprint). The main objective is to show the progress made during the construction of the project based on the blueprint. If you want, I can share the project. Greetings

I am not asking this, I mentioned to you that I just make the background image for the screen, not for canvas, I don't need background image for canvas, as I am making a doodle app, that canvas works as a drawing area. I just give the image to the screen but I don't know how the code automatically appearing as
set canvas backgroundimage to colormap.png
I don't want that colormap.png to be the background of the canvas

How do I add a background image to the Home Page feature area (the area below the header and above the search bar)? I've called to it in the CSS code, but how do I upload it to the Canvas server so the code can call it?

Yes, it works! Thank you. I have discovered however that Canvas likes to mess with my tags when adding html code. It took several tries to get some links to show up over my background pic. Canvas kept adding ending tags in unexpected places.

I made a washed out (semi transparent) background image and added it to a page by just putting the new image URL in the same format as yours. I stripped out your "New title" colours and formatting and voila!!!
NOTE: I did make the graphic taller with blank space so I did not have to fiddle with scrolling bars. I have dropped my amended code below the screenshot.

@rkolbe Thank you so much for including this! I had a lot of trouble finding a resource to help me use an image as a BACKGROUND for a Canvas page - most of what I found had to do with linking the images. This is life-changing!

I am also working on the images/graphics for my Canvas courses so this question was perfect. Then "EEEEKKK!" How much HTML do we need to do? In another blog, the author mentioned creating images in PowerPoint (save as JPG or PNG). Are these substitutes? Or do I need to become a programmer in addition to everything else?

Hello, I have tried to put an image as a background on a page, but I have not been successful. The image appears as if it were a broken link .... a small clipped image .. I have already tested all the codes and I am not successful, any suggestions?

Typically, most canvases in your design will be set by default to a solid color option. Some canvases may utilize a canvas background image to create a visual impact with something like a large hero image. If you see an image on a canvas that takes up the entire canvas and which you cannot click to select, that is likely a canvas background image.

By default your canvas backgrounds will likely be synced. You can adjust the settings on your mobile and desktop designs independently using the Split/Merge function. To do so, simply hover over the Media Type or Fill options and then click on the three dots to the right of that option. Then click Split Mobile and Desktop in the drop down that appears.

Is it possible to have a background image when the game canvas is disabled? I do not use the game canvas for maps since I am playing a mapless system (Ironsworn Starforged). However, I'd love to have a flavor background image for the canvas.

We'll go over the parameters mentioned above one by one, in a way that'll make complete sense to you. If at any point in the article you find yourself going "I just wanted to draw an image on my canvas dear Nash. Why put my mind through a ringer?", it'll be an understandable frustration.

By the end of this article you'll be able to visualise how drawImage will draw any given image on canvas just by looking at the values of the 9 parameters. Sounds like a superpower you might wanna have? Okay then, let's dive right in!

We need myContext to interact with the canvas element. It's like, if canvas is a blank sheet of paper, the canvas's context is the pen. Intuitively, you'll tell your pen to draw something on a blank sheet of paper, and not just yell at the paper to draw something on itself right?

There is a number of things you can do with context. You can draw a rectangle, or an ellipse or a line, or, an... image. Also, notice that the context myContext is implicitly linked to myCanvas. You can have multiple canvass and call getContext() on each of them to get a new context/pen for each. In our case we are dealing with just one canvas (myCanvas) and just one context (myContext).

That is something you didn't expect, did you? Canvas needs a preloaded image in order to draw/display it in itself. No need to show any contempt towards canvas by the way. It has its reason, it's just like the rest of us. We'll eventually see what those reasons are and maybe then you'll be able to sympathise.

drawImage asks for 9 parameters, first of which is image. We looked and understood that canvas requires a preloaded image to draw and not just a URI to the image. Why does it need that? It will become clear as you read.

Every single, even the most basic of graphics editing programs come with the feature of cropping. It's fairly simple, open an image > select the area you want visible > hit crop. And just like that the naked beer belly of that obnoxious smelling old man is out. Poof!

The first task drawImage performs--behind the scenes--is it selects a portion of the image based on the four s parameters (sx, sy, sWidth, sHeight). You can say that s in all the s.. parameters stands for "select".

Here's how it goes. sx and sy mark the point on the image from where the selection is to begin, or in other words the coordinates of the top left corner of the selection rectangle. sWidth and sHeight then, are the width and height of the selection rectangle respectively. You can scroll right up to the last image to get a clearer picture of what I am trying to explain.

Remember that you don't always have to select a small portion of the image, you can select the entire image if you want to. In that case sx and sy will have values 0 and 0 respectively and sWidth, sHeight will be the same as the image's width and height.

There's a very important but subtle detail to notice here. dWidth and dHeight are in no way tied to sWidth and sHeight. They are independent values. Why do you need to know that? Well, because if you don't choose values of the width and height of 'draw' carefully you will end up with a stretched or squashed image, like this.

That is all! In this case you're telling drawImage only the location on canvas where to start the drawing. The rest, sx, sy, sWidth, sHeight, dWidth and dHeight are taken care of automagically. The method selects the entire image (sx = 0, sy = 0, sWidth = image's width, sHeight = images' height) and starts drawing on canvas at (dx, dy) with dWidth and dHeight same as sWidth(image's width), sHeight(image's height) .

Well, a 50% yes. Imagine how resource intensive storing and loading a huge set of images describing every frame of animation in our program (or game) would be. Instead, there's a single image and all the positions are laid out in a grid. Like the one shown below.

Next, in the // Selection block we defined the area of the image we want to select, in the // Drawing section we defined the width and height and the position from where to start drawing on the canvas... aaand just like that we managed to draw just one cell of the entire imaginary grid.

So now we have Mario in the canvas, small and little. We need to animate it, or in other words show different frames at the same location in succession and make the illusion of movement happen. Was I too specific? Heck yeah!

When we insert an app frame (with a white background) into Jam (white), at scale, our design becomes indistinguishable due to the white background of the board itself, and this cannot be changed.
Please add Background color setting to the FigJam board.

To Figma team developer I want a feature for the Figjam file ( drawing feature ) I want the feature to change the background to dark color because when I drawing something at night if Figjam has this feature dark color its will so good for my eyes.

I just need to be able to make sure that I can get the prefab on the screen and not behind the background. When I have done that I will just push it in from a script, as I have already managed to make all of the animations work for it.

The second thing I found is that even with the drawable-canvas on the main page, if I deploy to app engine it ends up in an endless cycle of reloading the image and trying to load the drawable-canvas.

Further testing reveals that if I select multiple images in the file uploader, the key error is not displayed, yet the background image is still not shown.
If i select a single image in the file uploader (although I am defining accept_multiple_files=True), the key error is displayed and the background image is still not shown.
Both of the above scenarios appear only with streamlit share. When I run the app locally, the app is working fine.

@Goyo
Thanks for the diligent efforts.
I tried inserting a random string as you were saying, but the error keeps popping and the background images are not shown.
What is strange that although we are using the same source, we are not having the same results!
Error1915923 204 KB

f448fe82f3
Reply all
Reply to author
Forward
0 new messages