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Home/ Questions/Q 8245705
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T22:16:28+00:00 2026-06-07T22:16:28+00:00

Let’s say I have this image: and I have this 2D array tiles[] ..

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Let’s say I have this image:

enter image description here

and I have this 2D array tiles[] .. and using Image() function… how can do I use the (what I assume be best way?) for loop to add each tile into the array so tile[0] through however many there are is read and used as Image() objects later to be painted on HTML5 canvas?

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  1. Editorial Team
    Editorial Team
    2026-06-07T22:16:30+00:00Added an answer on June 7, 2026 at 10:16 pm

    I would..

    • Figure out how many tiles wide and high this image is
    • Draw the image to a canvas in memory, and use the context to get image data.
    • Loop through and subimage each tile, storing in an array.

    Assuming:

    imageWidth, imageHeight, tileWidth, tileHeight

    All describe what their names suggest, and:

    EDIT: Added image load as per comment, fixed wrongly name ImageWidth and ImageHeight to imageWidth and imageHeight

    EDIT: Performing code inside imageObj.onload as the image is drawn here, drawImage() from origin (0,0)

        var canvas = document.getElementById("myCanvas");
        var ctx = canvas.getContext("2d");
        var imageObj = new Image();
        imageObj.src = "tilesetImageLocationHere";
    
      imageObj.onload = function() {
        ctx.drawImage(imageObj, 0, 0);
    

    Then, split up your image into a list of tile data..

        var tilesX = imageWidth / tileWidth;
        var tilesY = imageHeight / tileHeight;
        var totalTiles = tilesX * tilesY;        
        var tileData = new Array();
        for(var i=0; i<tilesY; i++)
        {
          for(var j=0; j<tilesX; j++)
          {           
            // Store the image data of each tile in the array.
            tileData.push(ctx.getImageData(j*tileWidth, i*tileHeight, tileWidth, tileHeight));
          }
        }
        //From here you should be able to draw your images back into a canvas like so:
        ctx.putImageData(tileData[0], x, y);
      }
    
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