未捕获的 TypeError:无法在“CanvasRenderingContext2D”上执行“drawImage”:在 drawCanvas (userscript.html?id=0e769594-f15d) 上提供的值不是类型“(CSSImageValue 或 HTMLImageElement 或 SVGImageElement 或 HTMLVideoElement 或 HTMLCanvasElement 或 ImageBitmap 或 OffscreenCanvas)” -490f-a75c-bac819525aab:56) 在 setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)
我正在尝试根据 url 输入将图像加载到画布,我尝试添加事件侦听器和记录器,但似乎都不起作用。
setTimeout(() => {
let startpanel = document.getElementById('startpanel')
// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";
// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";
skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};
startpanel.appendChild(skinInput)
// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)
const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}
drawCanvas();
}, 3000);
原文由 BernardJones 发布,翻译遵循 CC BY-SA 4.0 许可协议
我认为抛出这个错误是因为你在定义它之后调用你自己的函数 “drawCanvas(newImage)” 而不带参数: “drawCanvas()” 。
因此,您的函数使用空第一个参数调用上下文函数 drawImage : “ctx.drawImage(newImage, 10, 10)”
如果删除 “drawCanvas()” 行,则不会引发错误。