Reputation: 6728
Can we save the image in canvas. Like as shown in the JSFiddle.
I want to save the image in such a way the balloon should come over the image
$(document).ready(function() {
var d_canvas = document.getElementById('canvas');
var context = d_canvas.getContext('2d');
var background = document.getElementById('background');
var ballon = document.getElementById('ballon')
context.drawImage(background, 0, 0);
$('#ballon').draggable();
$('#draw').click(function() {
var $ballon = $('#ballon'),
$canvas = $('#canvas');
var ballon_x = $ballon.offset().left - $canvas.offset().left,
ballon_y = $ballon.offset().top - $canvas.offset().top;
context.drawImage(ballon, ballon_x, ballon_y);
$ballon.hide();
$(this).attr('disabled', 'disabled');
});
});
Upvotes: 4
Views: 1347
Reputation: 318182
There are generally two ways to get an image from a canvas:
using getImageData()
to get the rgba value for every pixel for a given rectangle of the canvas.
using toDataURL()
to get a Base64 string of the entire canvas.
The second method is probably most useful, and combined with some HTML5 magic, and the download attribute, we can create a downloadable image or send the string to the server and save it as an image :
var base64 = d_canvas.toDataURL("image/png");
var a = document.createElement('a');
a.href = base64,
a.target = '_blank';
a.download = 'myImage.png';
document.body.appendChild(a);
a.click();
If you need the baloon to be in a specific place, moving that should be trivial.
Here's a
Note that I had to remove the external images and use base64 to avoid cross-origin images in the canvas.
Upvotes: 3