Use the toDataURL() method to get the image data URL of the canvas. It converts the drawing (canvas) to a 64-bit encoded PNG URL.
You can try running the following code to save the canvas as an image −
<!DOCTYPE HTML> <html> <head> </head> <body> <canvasid = "newCanvas" width = "450" height = "300"></canvas> <script> var canvas = document.getElementById('newCanvas'); var ctx = canvas.getContext('2d'); // draw any shape ctx.beginPath(); ctx.moveTo(120, 50); ctx.bezierCurveTo(130,100, 130, 250, 330, 150); ctx.bezierCurveTo(350,180, 320, 180, 240, 150); ctx.bezierCurveTo(320,150, 420, 120, 390, 100); ctx.bezierCurveTo(130,40, 370, 30, 240, 50); ctx.bezierCurveTo(220,7, 350, 20, 150, 50); ctx.bezierCurveTo(250,5, 150, 20, 170, 80); ctx.closePath(); ctx.lineWidth = 3; ctx.fillStyle ='#F1F1F1'; ctx.fill(); ctx.stroke(); var dataURL =canvas.toDataURL(); </script> </body> </html>
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