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Home/ Questions/Q 3958962
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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T02:40:17+00:00 2026-05-20T02:40:17+00:00

I have a javascript function like this: function drawImage(canvas, image_source, dx, dy) { image

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I have a javascript function like this:

function drawImage(canvas, image_source, dx, dy) {
  image = new Image();
  image.src = image_source;  
  image.onload = function() {
    c=canvas.getContext("2d");
    c.drawImage(image,dx,dy,100,100);
  }
}

When I call this function twice in a row, eg:

drawImage(canvas, "foo.jpg", 0, 0);
drawImage(canvas, "bar.jpg", 0 ,100);

bar gets painted twice, once at 0, and once at 100
If I switch the order so that foo is called last, foo gets painted twice.

I’ve tried to use an array for the images as in “c.drawImage(images[loaded++], dx, dy, 100, 100” and the two images paint separately, but their orders are random.

Is there any way to use a function like this to paint images on a canvas?

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  1. Editorial Team
    Editorial Team
    2026-05-20T02:40:18+00:00Added an answer on May 20, 2026 at 2:40 am

    Try changing:

    image = new Image();
    

    to:

    var image = new Image();
    

    Currently you’re setting “image” in the global scope, then potentially rewriting its onload handler before the load (which doesn’t happen synchronously) has happened.

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