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Home/ Questions/Q 8961911
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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T16:00:08+00:00 2026-06-15T16:00:08+00:00

I’m trying to add an image to my canvas but it doesn’t seem to

  • 0

I’m trying to add an image to my canvas but it doesn’t seem to work I’ve taken a look and can’t see anything wrong with my code but maybe someone else can.

This is my JS file.

if (window.addEventListener) 
{
    window.addEventListener( 'load', onLoad, false);
}

function onLoad()
{
var canvas;
var context;

function initialise() 
{
    canvas = document.getElementById('canvas'); 

    if (!canvas.getContext)
    { 
        alert('Error: no canvas.getContext!'); 
        return; 
    }

    context = canvas.getContext('2d'); 
    if (!context)
    { 
        alert('Error: failed to getContext!'); 
        return; 
    }

}
}

function draw()
{
    var sun = new Image();
    sun.src = 'images.sun.png';
    context.drawImage(sun, 100, 100);
}

onLoad();
draw(); 

Here’s my HTML mabye this will help find the problem

<!doctype html>
    <html>
        <head>
            <title>Test</title> <script type="text/javascript" src="javascript/canvas.js"></script>
        </head>
        <body>
            <canvas id="canvas" width="800" height="600">
                Your browser does not support the canvas tag
            </canvas>

        </body>
    </html>
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-15T16:00:10+00:00Added an answer on June 15, 2026 at 4:00 pm

    the problem is, that you declare canvas & context in onLoad() but try to access it in draw().

    so, by making them global, the problem is solved:

    var canvas;
    var context;
    
    if (window.addEventListener) {
        window.addEventListener('load', function(){
            onLoad();
        }, false);
    }
    
    function onLoad() {
        initialise();
        draw();
    }
    
    function initialise() {
        canvas = document.getElementById('canvas');
    
        if (!canvas.getContext) {
            alert('Error: no canvas.getContext!');
            return;
        }
    
        context = canvas.getContext('2d');
        if (!context) {
            alert('Error: failed to getContext!');
            return;
        }
    
    }
    
    function draw() {
        var sun = new Image();
        sun.addEventListener('load', function(){
            context.drawImage(sun, 100, 100);
        }, false);
        sun.src = 'http://puu.sh/1yKaY';
    }
    
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