关于javascript:html使用canvas合并多张图片并下载

html应用canvas合并多张图片并下载

html应用canvas合并多张图片并下载

1. 创立canvas对象,并引入2d上下文实例

const canvas = document.createElement('canvas')
let ctx = canvas.getContext('2d');
canvas.width = 1920 // 设定canvas的宽度、高度
canvas.height = 1080

2. 创立图片对象

let img1 = new Image();
img1.src = require('../../assets/img/monitor/map-name.png');
// 监听onload 事件,待图片加载结束后绘制到canvas上
// 计数器,用来计数是否全副加载实现
let num = 0
img1.onload = function() {
    ctx.drawImage(img1, 10, 10);
    // 假如img1是必须先退出,则其余图片在其onload函数上加载并绘制到canvas
    let img2 = new Image();
    img2.src = require('../../assets/img/monitor/map-name.png');
    let img3 = new Image();
    img3.src = require('../../assets/img/monitor/boundary.png');
    // 别离监听img2和img3的onload事件
    img1.onload = function() {
       ctx.drawImage(img1, 10, 10);
        num++
        if (num === 2) { // 判断是否是最初一张,是最初一张则下载图片
            // 将canvas转化成URL链接,用a标签进行下载或者预览,img标签预览都能够
            href = canvas.toDataURL();
            const downloadElement = document.createElement('a')
            downloadElement.href = href
            downloadElement.target = '_blank'
            downloadElement.download = `${name}.png`
            document.body.appendChild(downloadElement)
            downloadElement.click()
            document.body.removeChild(downloadElement)
        }
    }
    img3.onload = function() {
        ctx.drawImage(img3, 10, 10);
        num++
        if (num === 2) {
            href = canvas.toDataURL();
            const downloadElement = document.createElement('a')
            downloadElement.href = href
            downloadElement.target = '_blank'
            downloadElement.download = `${name}.png`
            document.body.appendChild(downloadElement)
            downloadElement.click()
            document.body.removeChild(downloadElement)
        }
    }
})
注:思路就是将图片依照你想要的程序增加到canvas的指定地位,而后待全副加载实现后采纳a标签下载下来,本地链接,内部链接,blob流都实用

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